mirror of
https://github.com/ZDoom/gzdoom-gles.git
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a614f2a81e
# Conflicts: # src/g_statusbar/sbar.h
5456 lines
134 KiB
C++
5456 lines
134 KiB
C++
/*
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** thingdef_codeptr.cpp
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**
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** Code pointers for Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2006 Christoph Oelckers
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** Copyright 2004-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gi.h"
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#include "g_level.h"
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_defs.h"
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#include "a_pickups.h"
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#include "s_sound.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_enemy.h"
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#include "decallib.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "c_console.h"
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#include "doomerrors.h"
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#include "a_sharedglobal.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "g_shared/a_specialspot.h"
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#include "actorptrselect.h"
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#include "m_bbox.h"
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#include "r_data/r_translate.h"
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#include "p_trace.h"
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#include "p_setup.h"
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#include "gstrings.h"
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#include "d_player.h"
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#include "p_maputl.h"
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#include "p_spec.h"
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#include "templates.h"
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#include "v_text.h"
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#include "thingdef.h"
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#include "math/cmath.h"
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#include "g_levellocals.h"
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#include "r_utility.h"
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#include "sbar.h"
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#include "actorinlines.h"
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#include "vm.h"
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#include "types.h"
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AActor *SingleActorFromTID(int tid, AActor *defactor);
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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static FRandom pr_teleport("A_Teleport");
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static FRandom pr_bfgselfdamage("BFGSelfDamage");
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FRandom pr_cajump("CustomJump");
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//==========================================================================
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//
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// ACustomInventory :: CallStateChain
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//
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// Executes the code pointers in a chain of states
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// until there is no next state
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//
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//==========================================================================
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extern TArray<VMValue> actionParams; // this can use the same storage as CallAction
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static bool CallStateChain (AActor *self, AActor *actor, FState *state)
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{
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INTBOOL result = false;
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int counter = 0;
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// We accept return types of `state`, `(int|bool)` or `state, (int|bool)`.
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// The last one is for the benefit of A_Warp and A_Teleport.
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int retval, numret;
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FState *nextstate;
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VMReturn ret[2];
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ret[0].PointerAt((void **)&nextstate);
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ret[1].IntAt(&retval);
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FState *savedstate = self->state;
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while (state != NULL)
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{
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if (!(state->UseFlags & SUF_ITEM))
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state).GetChars());
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return false;
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}
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self->state = state;
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nextstate = NULL; // assume no jump
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if (state->ActionFunc != NULL)
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{
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if (state->ActionFunc->Unsafe)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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auto owner = FState::StaticFindStateOwner(state);
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Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(state).GetChars(), state->ActionFunc->PrintableName.GetChars());
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state->ActionFunc = nullptr;
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}
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PPrototype *proto = state->ActionFunc->Proto;
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VMReturn *wantret;
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FStateParamInfo stp = { state, STATE_StateChain, PSP_WEAPON };
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retval = true; // assume success
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wantret = NULL; // assume no return value wanted
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numret = 0;
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// For functions that return nothing (or return some type
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// we don't care about), we pretend they return true,
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// thanks to the values set just above.
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if (proto->ReturnTypes.Size() >= 2 &&
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proto->ReturnTypes[0] == TypeState &&
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(proto->ReturnTypes[1] == TypeSInt32 || proto->ReturnTypes[0] == TypeUInt32 || proto->ReturnTypes[1] == TypeBool))
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{ // Function returns a state and an int or bool
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wantret = &ret[0];
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numret = 2;
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}
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else if (proto->ReturnTypes.Size() == 1 && proto->ReturnTypes[0] == TypeState)
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{ // Function returns a state
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wantret = &ret[0];
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retval = false; // this is a jump function which never affects the success state.
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numret = 1;
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}
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else if (proto->ReturnTypes.Size() >= 1 &&
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(proto->ReturnTypes[0] == TypeSInt32 || proto->ReturnTypes[0] == TypeUInt32 || proto->ReturnTypes[0] == TypeBool))
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{ // Function returns an int or bool
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wantret = &ret[1];
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numret = 1;
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}
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try
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{
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state->CheckCallerType(actor, self);
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if (state->ActionFunc->DefaultArgs.Size() > 0)
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{
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auto defs = state->ActionFunc->DefaultArgs;
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auto index = actionParams.Reserve(defs.Size());
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for (unsigned i = 0; i < defs.Size(); i++)
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{
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actionParams[i + index] = defs[i];
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}
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if (state->ActionFunc->ImplicitArgs >= 1)
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{
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actionParams[index] = actor;
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}
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if (state->ActionFunc->ImplicitArgs == 3)
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{
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actionParams[index + 1] = self;
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actionParams[index + 2] = VMValue(&stp);
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}
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VMCallAction(state->ActionFunc, &actionParams[index], state->ActionFunc->DefaultArgs.Size(), wantret, numret);
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actionParams.Clamp(index);
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}
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else
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{
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VMValue params[3] = { actor, self, VMValue(&stp) };
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VMCallAction(state->ActionFunc, params, state->ActionFunc->ImplicitArgs, wantret, numret);
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}
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}
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catch (CVMAbortException &err)
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{
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err.MaybePrintMessage();
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err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state).GetChars(), self->GetClass()->TypeName.GetChars());
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throw;
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}
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// As long as even one state succeeds, the whole chain succeeds unless aborted below.
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// A state that wants to jump does not count as "succeeded".
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if (nextstate == NULL)
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{
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result |= retval;
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}
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}
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// Since there are no delays it is a good idea to check for infinite loops here!
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counter++;
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if (counter >= 10000) break;
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if (nextstate == NULL)
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{
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nextstate = state->GetNextState();
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if (state == nextstate)
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{ // Abort immediately if the state jumps to itself!
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result = false;
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break;
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}
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}
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state = nextstate;
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}
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self->state = savedstate;
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return !!result;
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}
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DEFINE_ACTION_FUNCTION(ACustomInventory, CallStateChain)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(affectee, AActor);
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PARAM_POINTER(state, FState);
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ACTION_RETURN_BOOL(CallStateChain(self, affectee, state));
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}
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//==========================================================================
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//
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// GetPointer
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//
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// resolve AAPTR_*
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetPointer)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(ptr);
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ACTION_RETURN_OBJECT(COPY_AAPTR(self, ptr));
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}
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//==========================================================================
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//
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// CheckClass
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//
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// NON-ACTION function to check a pointer's class.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, CheckClass)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS (checktype, AActor);
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PARAM_INT (pick_pointer);
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PARAM_BOOL (match_superclass);
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self = COPY_AAPTR(self, pick_pointer);
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if (self == nullptr || checktype == nullptr)
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{
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ret->SetInt(false);
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}
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else if (match_superclass)
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{
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ret->SetInt(self->IsKindOf(checktype));
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}
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else
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{
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ret->SetInt(self->GetClass() == checktype);
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// CheckClass
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//
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// NON-ACTION function to calculate missile damage for the given actor
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetMissileDamage)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(mask);
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PARAM_INT(add);
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PARAM_INT(pick_pointer);
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self = COPY_AAPTR(self, pick_pointer);
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if (self == NULL)
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{
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ret->SetInt(0);
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}
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else
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{
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ret->SetInt(self->GetMissileDamage(mask, add));
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// CountInv
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//
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// NON-ACTION function to return the inventory count of an item.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, CountInv)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(itemtype, AInventory);
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PARAM_INT(pick_pointer);
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self = COPY_AAPTR(self, pick_pointer);
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if (self == NULL || itemtype == NULL)
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{
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ret->SetInt(0);
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}
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else
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{
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AInventory *item = self->FindInventory(itemtype);
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ret->SetInt(item ? item->Amount : 0);
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}
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return 1;
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}
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return 0;
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}
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|
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//==========================================================================
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//
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// GetDistance
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//
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// NON-ACTION function to get the distance in double.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetDistance)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(checkz);
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PARAM_INT(ptr);
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AActor *target = COPY_AAPTR(self, ptr);
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if (!target || target == self)
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{
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ret->SetFloat(0);
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}
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else
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{
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DVector3 diff = self->Vec3To(target);
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if (checkz)
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diff.Z += (target->Height - self->Height) / 2;
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else
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diff.Z = 0.;
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ret->SetFloat(diff.Length());
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}
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return 1;
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}
|
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return 0;
|
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}
|
||
|
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//==========================================================================
|
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//
|
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// GetAngle
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//
|
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// NON-ACTION function to get the angle in degrees (normalized to -180..180)
|
||
//
|
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//==========================================================================
|
||
enum GAFlags
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{
|
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GAF_RELATIVE = 1,
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GAF_SWITCH = 1 << 1,
|
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};
|
||
|
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DEFINE_ACTION_FUNCTION(AActor, GetAngle)
|
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{
|
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if (numret > 0)
|
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{
|
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assert(ret != NULL);
|
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PARAM_SELF_PROLOGUE(AActor);
|
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PARAM_INT(flags);
|
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PARAM_INT(ptr)
|
||
|
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AActor *target = COPY_AAPTR(self, ptr);
|
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|
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if (!target || target == self)
|
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{
|
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ret->SetFloat(0);
|
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}
|
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else
|
||
{
|
||
DVector3 diff = (flags & GAF_SWITCH) ? target->Vec3To(self) : self->Vec3To(target);
|
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DAngle angto = diff.Angle();
|
||
DAngle yaw = (flags & GAF_SWITCH) ? target->Angles.Yaw : self->Angles.Yaw;
|
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if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
|
||
ret->SetFloat(angto.Degrees);
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetSpawnHealth
|
||
//
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, GetSpawnHealth)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
ret->SetInt(self->SpawnHealth());
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetSpriteAngle
|
||
//
|
||
// NON-ACTION function returns the sprite angle of a pointer.
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, GetSpriteAngle)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
assert(ret != NULL);
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *target = COPY_AAPTR(self, ptr);
|
||
if (target == nullptr)
|
||
{
|
||
ret->SetFloat(0.0);
|
||
}
|
||
else
|
||
{
|
||
const double ang = target->SpriteAngle.Degrees;
|
||
ret->SetFloat(ang);
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetSpriteRotation
|
||
//
|
||
// NON-ACTION function returns the sprite rotation of a pointer.
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, GetSpriteRotation)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
assert(ret != NULL);
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *target = COPY_AAPTR(self, ptr);
|
||
if (target == nullptr)
|
||
{
|
||
ret->SetFloat(0.0);
|
||
}
|
||
else
|
||
{
|
||
const double ang = target->SpriteRotation.Degrees;
|
||
ret->SetFloat(ang);
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetZAt
|
||
//
|
||
// NON-ACTION function to get the floor or ceiling z at (x, y) with
|
||
// relativity being an option.
|
||
//==========================================================================
|
||
enum GZFlags
|
||
{
|
||
GZF_ABSOLUTEPOS = 1, // Use the absolute position instead of an offsetted one.
|
||
GZF_ABSOLUTEANG = 1 << 1, // Don't add the actor's angle to the parameter.
|
||
GZF_CEILING = 1 << 2, // Check the ceiling instead of the floor.
|
||
GZF_3DRESTRICT = 1 << 3, // Ignore midtextures and 3D floors above the pointer's z.
|
||
GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
|
||
GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, GetZAt)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
assert(ret != NULL);
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(px);
|
||
PARAM_FLOAT(py);
|
||
PARAM_ANGLE(angle);
|
||
PARAM_INT(flags);
|
||
PARAM_INT(pick_pointer);
|
||
|
||
AActor *mobj = COPY_AAPTR(self, pick_pointer);
|
||
if (mobj == nullptr)
|
||
{
|
||
ret->SetFloat(0);
|
||
}
|
||
else
|
||
{
|
||
// [MC] At any time, the NextLowest/Highest functions could be changed to include
|
||
// more FFC flags to check. Don't risk it by just passing flags straight to it.
|
||
|
||
DVector2 pos = { px, py };
|
||
double z = 0.;
|
||
int pflags = (flags & GZF_3DRESTRICT) ? FFCF_3DRESTRICT : 0;
|
||
if (flags & GZF_NOPORTALS) pflags |= FFCF_NOPORTALS;
|
||
|
||
if (!(flags & GZF_ABSOLUTEPOS))
|
||
{
|
||
if (!(flags & GZF_ABSOLUTEANG))
|
||
{
|
||
angle += mobj->Angles.Yaw;
|
||
}
|
||
|
||
double s = angle.Sin();
|
||
double c = angle.Cos();
|
||
pos = mobj->Vec2Offset(pos.X * c + pos.Y * s, pos.X * s - pos.Y * c);
|
||
}
|
||
sector_t *sec = P_PointInSector(pos);
|
||
|
||
if (sec)
|
||
{
|
||
if (flags & GZF_CEILING)
|
||
{
|
||
if ((flags & GZF_NO3DFLOOR) && (flags & GZF_NOPORTALS))
|
||
{
|
||
z = sec->ceilingplane.ZatPoint(pos);
|
||
}
|
||
else if (flags & GZF_NO3DFLOOR)
|
||
{
|
||
z = HighestCeilingAt(sec, pos.X, pos.Y);
|
||
}
|
||
else
|
||
{ // [MC] Handle strict 3D floors and portal toggling via the flags passed to it.
|
||
z = NextHighestCeilingAt(sec, pos.X, pos.Y, mobj->Z(), mobj->Top(), pflags);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ((flags & GZF_NO3DFLOOR) && (flags & GZF_NOPORTALS))
|
||
{
|
||
z = sec->floorplane.ZatPoint(pos);
|
||
}
|
||
else if (flags & GZF_NO3DFLOOR)
|
||
{
|
||
z = LowestFloorAt(sec, pos.X, pos.Y);
|
||
}
|
||
else
|
||
{
|
||
z = NextLowestFloorAt(sec, pos.X, pos.Y, mobj->Z(), pflags, mobj->MaxStepHeight);
|
||
}
|
||
}
|
||
}
|
||
ret->SetFloat(z);
|
||
return 1;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetCrouchFactor
|
||
//
|
||
// NON-ACTION function to retrieve a player's crouching factor.
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, GetCrouchFactor)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
assert(ret != NULL);
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(ptr);
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
|
||
if (!mobj || !mobj->player)
|
||
{
|
||
ret->SetFloat(1);
|
||
}
|
||
else
|
||
{
|
||
ret->SetFloat(mobj->player->crouchfactor);
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetCVar
|
||
//
|
||
// NON-ACTION function that works like ACS's GetCVar.
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, GetCVar)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
assert(ret != nullptr);
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING(cvarname);
|
||
|
||
FBaseCVar *cvar = GetCVar(self, cvarname);
|
||
if (cvar == nullptr)
|
||
{
|
||
ret->SetFloat(0);
|
||
}
|
||
else
|
||
{
|
||
ret->SetFloat(cvar->GetGenericRep(CVAR_Float).Float);
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetCVar
|
||
//
|
||
// NON-ACTION function that works like ACS's GetCVar.
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, GetCVarString)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
assert(ret != nullptr);
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING(cvarname);
|
||
|
||
FBaseCVar *cvar = GetCVar(self, cvarname);
|
||
if (cvar == nullptr)
|
||
{
|
||
ret->SetString("");
|
||
}
|
||
else
|
||
{
|
||
ret->SetString(cvar->GetGenericRep(CVAR_String).String);
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// GetPlayerInput
|
||
//
|
||
// NON-ACTION function that works like ACS's GetPlayerInput.
|
||
// Takes a pointer as anyone may or may not be a player.
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, GetPlayerInput)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
assert(ret != nullptr);
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (inputnum);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
|
||
//Need a player.
|
||
if (!mobj || !mobj->player)
|
||
{
|
||
ret->SetInt(0);
|
||
}
|
||
else
|
||
{
|
||
ret->SetInt(P_Thing_CheckInputNum(mobj->player, inputnum));
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// CountProximity
|
||
//
|
||
// NON-ACTION function of A_CheckProximity that returns how much it counts.
|
||
// Takes a pointer as anyone may or may not be a player.
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CountProximity)
|
||
{
|
||
if (numret > 0)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS(classname, AActor);
|
||
PARAM_FLOAT(distance);
|
||
PARAM_INT(flags);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
if (mobj == nullptr)
|
||
{
|
||
ret->SetInt(0);
|
||
}
|
||
else
|
||
{
|
||
ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true));
|
||
}
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// __decorate_internal_int__
|
||
// __decorate_internal_bool__
|
||
// __decorate_internal_float__
|
||
//
|
||
// Placeholders for forcing DECORATE to cast numbers. If actually called,
|
||
// returns whatever was passed.
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, __decorate_internal_int__)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(returnme);
|
||
ACTION_RETURN_INT(returnme);
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, __decorate_internal_bool__)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_BOOL(returnme);
|
||
ACTION_RETURN_BOOL(returnme);
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, __decorate_internal_float__)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(returnme);
|
||
if (numret > 0)
|
||
{
|
||
ret->SetFloat(returnme);
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_RearrangePointers
|
||
//
|
||
// Allow an actor to change its relationship to other actors by
|
||
// copying pointers freely between TARGET MASTER and TRACER.
|
||
// Can also assign null value, but does not duplicate A_ClearTarget.
|
||
//
|
||
//==========================================================================
|
||
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RearrangePointers)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (ptr_target);
|
||
PARAM_INT (ptr_master);
|
||
PARAM_INT (ptr_tracer);
|
||
PARAM_INT (flags);
|
||
|
||
// Rearrange pointers internally
|
||
|
||
// Fetch all values before modification, so that all fields can get original values
|
||
AActor
|
||
*gettarget = self->target,
|
||
*getmaster = self->master,
|
||
*gettracer = self->tracer;
|
||
|
||
switch (ptr_target) // pick the new target
|
||
{
|
||
case AAPTR_MASTER:
|
||
self->target = getmaster;
|
||
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
|
||
break;
|
||
case AAPTR_TRACER:
|
||
self->target = gettracer;
|
||
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
|
||
break;
|
||
case AAPTR_NULL:
|
||
self->target = NULL;
|
||
// THIS IS NOT "A_ClearTarget", so no other targeting info is removed
|
||
break;
|
||
}
|
||
|
||
// presently permitting non-monsters to set master
|
||
switch (ptr_master) // pick the new master
|
||
{
|
||
case AAPTR_TARGET:
|
||
self->master = gettarget;
|
||
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
|
||
break;
|
||
case AAPTR_TRACER:
|
||
self->master = gettracer;
|
||
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
|
||
break;
|
||
case AAPTR_NULL:
|
||
self->master = NULL;
|
||
break;
|
||
}
|
||
|
||
switch (ptr_tracer) // pick the new tracer
|
||
{
|
||
case AAPTR_TARGET:
|
||
self->tracer = gettarget;
|
||
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
|
||
case AAPTR_MASTER:
|
||
self->tracer = getmaster;
|
||
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
|
||
case AAPTR_NULL:
|
||
self->tracer = NULL;
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_TransferPointer
|
||
//
|
||
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
|
||
// or from this actor's MASTER, TARGET or TRACER.
|
||
//
|
||
// You can copy any one of that actor's pointers
|
||
//
|
||
// Assign the copied pointer to any one pointer in SELF,
|
||
// MASTER, TARGET or TRACER.
|
||
//
|
||
// Any attempt to make an actor point to itself will replace the pointer
|
||
// with a null value.
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_TransferPointer)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (ptr_source);
|
||
PARAM_INT (ptr_recipient);
|
||
PARAM_INT (ptr_sourcefield);
|
||
PARAM_INT (ptr_recipientfield);
|
||
PARAM_INT (flags);
|
||
|
||
AActor *source, *recipient;
|
||
|
||
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
|
||
source = COPY_AAPTR(self, ptr_source);
|
||
recipient = COPY_AAPTR(self, ptr_recipient); // pick an actor to store the provided pointer value
|
||
if (recipient == NULL)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
// convert source from dataprovider to data
|
||
source = COPY_AAPTR(source, ptr_sourcefield);
|
||
if (source == recipient)
|
||
{ // The recepient should not acquire a pointer to itself; will write NULL}
|
||
source = NULL;
|
||
}
|
||
if (ptr_recipientfield == AAPTR_DEFAULT)
|
||
{ // If default: Write to same field as data was read from
|
||
ptr_recipientfield = ptr_sourcefield;
|
||
}
|
||
ASSIGN_AAPTR(recipient, ptr_recipientfield, source, flags);
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_CopyFriendliness
|
||
//
|
||
// Join forces with one of the actors you are pointing to (MASTER by default)
|
||
//
|
||
// Normal CopyFriendliness reassigns health. This function will not.
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_CopyFriendliness)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (ptr_source);
|
||
|
||
if (self->player != NULL)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
AActor *source = COPY_AAPTR(self, ptr_source);
|
||
if (source != NULL)
|
||
{ // No change in current target or health
|
||
self->CopyFriendliness(source, false, false);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Custom sound functions.
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_StopSound)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(slot);
|
||
|
||
S_StopSound(self, slot);
|
||
return 0;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SoundVolume)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(channel);
|
||
PARAM_FLOAT(volume);
|
||
S_ChangeSoundVolume(self, channel, static_cast<float>(volume));
|
||
return 0;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// These come from a time when DECORATE constants did not exist yet and
|
||
// the sound interface was less flexible. As a result the parameters are
|
||
// not optimal and these functions have been deprecated in favor of extending
|
||
// A_PlaySound and A_StopSound.
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_PlaySoundEx)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_SOUND (soundid);
|
||
PARAM_NAME (channel);
|
||
PARAM_BOOL (looping);
|
||
PARAM_INT (attenuation_raw);
|
||
|
||
float attenuation;
|
||
switch (attenuation_raw)
|
||
{
|
||
case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
|
||
default:
|
||
case 0: attenuation = ATTN_NORM; break; // normal
|
||
case 1:
|
||
case 2: attenuation = ATTN_NONE; break; // full volume
|
||
}
|
||
|
||
if (channel < NAME_Auto || channel > NAME_SoundSlot7)
|
||
{
|
||
channel = NAME_Auto;
|
||
}
|
||
|
||
if (!looping)
|
||
{
|
||
S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation);
|
||
}
|
||
else
|
||
{
|
||
if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid))
|
||
{
|
||
S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_StopSoundEx)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME(channel);
|
||
|
||
if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
|
||
{
|
||
S_StopSound (self, int(channel) - NAME_Auto);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Generic seeker missile function
|
||
//
|
||
//==========================================================================
|
||
static FRandom pr_seekermissile ("SeekerMissile");
|
||
enum
|
||
{
|
||
SMF_LOOK = 1,
|
||
SMF_PRECISE = 2,
|
||
SMF_CURSPEED = 4,
|
||
};
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SeekerMissile)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(ang1);
|
||
PARAM_INT(ang2);
|
||
PARAM_INT(flags);
|
||
PARAM_INT(chance);
|
||
PARAM_INT(distance);
|
||
|
||
if ((flags & SMF_LOOK) && (self->tracer == nullptr) && (pr_seekermissile()<chance))
|
||
{
|
||
self->tracer = P_RoughMonsterSearch (self, distance, true);
|
||
}
|
||
if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90), clamp<int>(ang2, 0, 90), !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
|
||
{
|
||
if (flags & SMF_LOOK)
|
||
{ // This monster is no longer seekable, so let us look for another one next time.
|
||
self->tracer = NULL;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Hitscan attack with a customizable amount of bullets (specified in damage)
|
||
//
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
|
||
int i;
|
||
|
||
if (!self->target) return 0;
|
||
|
||
A_FaceTarget (self);
|
||
|
||
DAngle slope = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE);
|
||
|
||
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
||
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
|
||
{
|
||
DAngle angle = self->Angles.Yaw + pr_cabullet.Random2() * (5.625 / 256.);
|
||
int damage = ((pr_cabullet()%5)+1)*3;
|
||
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
|
||
NAME_Hitscan, NAME_BulletPuff);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// State jump function
|
||
//
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Jump)
|
||
{
|
||
PARAM_ACTION_PROLOGUE(AActor);
|
||
PARAM_INT(maxchance);
|
||
PARAM_STATE_ACTION(jumpto);
|
||
|
||
if (maxchance >= 256 || pr_cajump() < maxchance)
|
||
{
|
||
ACTION_RETURN_STATE(jumpto);
|
||
}
|
||
ACTION_RETURN_STATE(NULL);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// State jump function
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckInventory)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS (itemtype, AInventory);
|
||
PARAM_INT (itemamount);
|
||
PARAM_INT (setowner);
|
||
|
||
if (itemtype == nullptr)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
AActor *owner = COPY_AAPTR(self, setowner);
|
||
if (owner == nullptr)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
AInventory *item = owner->FindInventory(itemtype);
|
||
|
||
if (item)
|
||
{
|
||
if (itemamount > 0)
|
||
{
|
||
if (item->Amount >= itemamount)
|
||
{
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
}
|
||
else if (item->Amount >= item->MaxAmount)
|
||
{
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
}
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_RadiusDamageSelf
|
||
//
|
||
//==========================================================================
|
||
enum
|
||
{
|
||
RDSF_BFGDAMAGE = 1,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RadiusDamageSelf)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(damage);
|
||
PARAM_FLOAT(distance);
|
||
PARAM_INT(flags);
|
||
PARAM_CLASS(flashtype, AActor);
|
||
|
||
int i;
|
||
int damageSteps;
|
||
int actualDamage;
|
||
double actualDistance;
|
||
|
||
actualDistance = self->Distance3D(self->target);
|
||
if (actualDistance < distance)
|
||
{
|
||
// [XA] Decrease damage with distance. Use the BFG damage
|
||
// calculation formula if the flag is set (essentially
|
||
// a generalization of SMMU's BFG11K behavior, used
|
||
// with fraggle's blessing.)
|
||
damageSteps = damage - int(damage * actualDistance / distance);
|
||
if (flags & RDSF_BFGDAMAGE)
|
||
{
|
||
actualDamage = 0;
|
||
for (i = 0; i < damageSteps; ++i)
|
||
actualDamage += (pr_bfgselfdamage() & 7) + 1;
|
||
}
|
||
else
|
||
{
|
||
actualDamage = damageSteps;
|
||
}
|
||
|
||
// optional "flash" effect -- spawn an actor on
|
||
// the player to indicate bad things happened.
|
||
AActor *flash = NULL;
|
||
if(flashtype != NULL)
|
||
flash = Spawn(flashtype, self->target->PosPlusZ(self->target->Height / 4), ALLOW_REPLACE);
|
||
|
||
int dmgFlags = 0;
|
||
FName dmgType = NAME_BFGSplash;
|
||
|
||
if (flash != NULL)
|
||
{
|
||
if (flash->flags5 & MF5_PUFFGETSOWNER) flash->target = self->target;
|
||
if (flash->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL;
|
||
if (flash->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA;
|
||
dmgType = flash->DamageType;
|
||
}
|
||
|
||
int newdam = P_DamageMobj(self->target, self, self->target, actualDamage, dmgType, dmgFlags);
|
||
P_TraceBleed(newdam > 0 ? newdam : actualDamage, self->target, self);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// The ultimate code pointer: Fully customizable missiles!
|
||
//
|
||
//==========================================================================
|
||
enum CM_Flags
|
||
{
|
||
CMF_AIMMODE = 3,
|
||
CMF_TRACKOWNER = 4,
|
||
CMF_CHECKTARGETDEAD = 8,
|
||
|
||
CMF_ABSOLUTEPITCH = 16,
|
||
CMF_OFFSETPITCH = 32,
|
||
CMF_SAVEPITCH = 64,
|
||
|
||
CMF_ABSOLUTEANGLE = 128,
|
||
CMF_BADPITCH = 256
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS (ti, AActor);
|
||
PARAM_FLOAT (Spawnheight);
|
||
PARAM_FLOAT (Spawnofs_xy);
|
||
PARAM_ANGLE (Angle);
|
||
PARAM_INT (flags);
|
||
PARAM_ANGLE (Pitch);
|
||
PARAM_INT (ptr);
|
||
|
||
AActor *ref = COPY_AAPTR(self, ptr);
|
||
|
||
int aimmode = flags & CMF_AIMMODE;
|
||
|
||
AActor * targ;
|
||
AActor * missile = nullptr;
|
||
|
||
if (ref != NULL || aimmode == 2)
|
||
{
|
||
if (ti)
|
||
{
|
||
DAngle angle = self->Angles.Yaw - 90;
|
||
double x = Spawnofs_xy * angle.Cos();
|
||
double y = Spawnofs_xy * angle.Sin();
|
||
double z = Spawnheight + self->GetBobOffset() - 32 + (self->player? self->player->crouchoffset : 0.);
|
||
|
||
DVector3 pos = self->Pos();
|
||
switch (aimmode)
|
||
{
|
||
case 0:
|
||
default:
|
||
// same adjustment as above (in all 3 directions this time) - for better aiming!
|
||
self->SetXYZ(self->Vec3Offset(x, y, z));
|
||
missile = P_SpawnMissileXYZ(self->PosPlusZ(32.), self, ref, ti, false);
|
||
self->SetXYZ(pos);
|
||
break;
|
||
|
||
case 1:
|
||
missile = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + Spawnheight), self, ref, ti, false);
|
||
break;
|
||
|
||
case 2:
|
||
self->SetXYZ(self->Vec3Offset(x, y, 0.));
|
||
missile = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + Spawnheight, ti, self->Angles.Yaw, 0, GetDefaultByType(ti)->Speed, self, false);
|
||
self->SetXYZ(pos);
|
||
|
||
flags |= CMF_ABSOLUTEPITCH;
|
||
|
||
break;
|
||
}
|
||
|
||
if (missile != NULL)
|
||
{
|
||
// Use the actual velocity instead of the missile's Speed property
|
||
// so that this can handle missiles with a high vertical velocity
|
||
// component properly.
|
||
|
||
double missilespeed;
|
||
|
||
if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags)
|
||
{
|
||
if (CMF_OFFSETPITCH & flags)
|
||
{
|
||
Pitch += missile->Vel.Pitch();
|
||
}
|
||
missilespeed = fabs(Pitch.Cos() * missile->Speed);
|
||
missile->Vel.Z = Pitch.Sin() * missile->Speed;
|
||
if (!(flags & CMF_BADPITCH)) missile->Vel.Z *= -1;
|
||
}
|
||
else
|
||
{
|
||
missilespeed = missile->VelXYToSpeed();
|
||
}
|
||
|
||
if (CMF_SAVEPITCH & flags)
|
||
{
|
||
missile->Angles.Pitch = Pitch;
|
||
// In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter
|
||
// contains the unapplied parameter. In that case, it is set as pitch without
|
||
// otherwise affecting the spawned actor.
|
||
}
|
||
|
||
missile->Angles.Yaw = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->Angles.Yaw + Angle;
|
||
missile->VelFromAngle(missilespeed);
|
||
|
||
// handle projectile shooting projectiles - track the
|
||
// links back to a real owner
|
||
if (self->isMissile(!!(flags & CMF_TRACKOWNER)))
|
||
{
|
||
AActor *owner = self ;//->target;
|
||
while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target)
|
||
owner = owner->target;
|
||
targ = owner;
|
||
missile->target = owner;
|
||
// automatic handling of seeker missiles
|
||
if (self->flags2 & missile->flags2 & MF2_SEEKERMISSILE)
|
||
{
|
||
missile->tracer = self->tracer;
|
||
}
|
||
}
|
||
else if (missile->flags2 & MF2_SEEKERMISSILE)
|
||
{
|
||
// automatic handling of seeker missiles
|
||
missile->tracer = self->target;
|
||
}
|
||
// we must redo the spectral check here because the owner is set after spawning so the FriendPlayer value may be wrong
|
||
if (missile->flags4 & MF4_SPECTRAL)
|
||
{
|
||
if (missile->target != NULL)
|
||
{
|
||
missile->SetFriendPlayer(missile->target->player);
|
||
}
|
||
else
|
||
{
|
||
missile->FriendPlayer = 0;
|
||
}
|
||
}
|
||
P_CheckMissileSpawn(missile, self->radius);
|
||
}
|
||
}
|
||
}
|
||
else if (flags & CMF_CHECKTARGETDEAD)
|
||
{
|
||
// Target is dead and the attack shall be aborted.
|
||
if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER)))
|
||
self->SetState(self->SeeState);
|
||
}
|
||
ACTION_RETURN_OBJECT(missile);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A fully customizable melee attack
|
||
//
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_CustomMeleeAttack)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (damage);
|
||
PARAM_SOUND (meleesound);
|
||
PARAM_SOUND (misssound);
|
||
PARAM_NAME (damagetype);
|
||
PARAM_BOOL (bleed);
|
||
|
||
if (damagetype == NAME_None)
|
||
damagetype = NAME_Melee; // Melee is the default type
|
||
|
||
if (!self->target)
|
||
return 0;
|
||
|
||
A_FaceTarget (self);
|
||
if (self->CheckMeleeRange ())
|
||
{
|
||
if (meleesound)
|
||
S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM);
|
||
int newdam = P_DamageMobj (self->target, self, self, damage, damagetype);
|
||
if (bleed)
|
||
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
||
}
|
||
else
|
||
{
|
||
if (misssound)
|
||
S_Sound (self, CHAN_WEAPON, misssound, 1, ATTN_NORM);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A fully customizable combo attack
|
||
//
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_CustomComboAttack)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS (ti, AActor);
|
||
PARAM_FLOAT (spawnheight);
|
||
PARAM_INT (damage);
|
||
PARAM_SOUND (meleesound);
|
||
PARAM_NAME (damagetype);
|
||
PARAM_BOOL (bleed);
|
||
|
||
if (!self->target)
|
||
return 0;
|
||
|
||
A_FaceTarget (self);
|
||
if (self->CheckMeleeRange())
|
||
{
|
||
if (damagetype == NAME_None)
|
||
damagetype = NAME_Melee; // Melee is the default type
|
||
if (meleesound)
|
||
S_Sound (self, CHAN_WEAPON, meleesound, 1, ATTN_NORM);
|
||
int newdam = P_DamageMobj (self->target, self, self, damage, damagetype);
|
||
if (bleed)
|
||
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
||
}
|
||
else if (ti)
|
||
{
|
||
// This seemingly senseless code is needed for proper aiming.
|
||
double add = spawnheight + self->GetBobOffset() - 32;
|
||
self->AddZ(add);
|
||
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, ti, false);
|
||
self->AddZ(-add);
|
||
|
||
if (missile)
|
||
{
|
||
// automatic handling of seeker missiles
|
||
if (missile->flags2 & MF2_SEEKERMISSILE)
|
||
{
|
||
missile->tracer = self->target;
|
||
}
|
||
P_CheckMissileSpawn(missile, self->radius);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// also for monsters
|
||
//
|
||
//==========================================================================
|
||
enum
|
||
{
|
||
CRF_DONTAIM = 0,
|
||
CRF_AIMPARALLEL = 1,
|
||
CRF_AIMDIRECT = 2,
|
||
CRF_EXPLICITANGLE = 4,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (damage);
|
||
PARAM_INT (spawnofs_xy)
|
||
PARAM_COLOR (color1)
|
||
PARAM_COLOR (color2)
|
||
PARAM_INT (flags)
|
||
PARAM_INT (aim)
|
||
PARAM_FLOAT (maxdiff)
|
||
PARAM_CLASS (pufftype, AActor)
|
||
PARAM_ANGLE (spread_xy)
|
||
PARAM_ANGLE (spread_z)
|
||
PARAM_FLOAT (range)
|
||
PARAM_INT (duration)
|
||
PARAM_FLOAT (sparsity)
|
||
PARAM_FLOAT (driftspeed)
|
||
PARAM_CLASS (spawnclass, AActor)
|
||
PARAM_FLOAT (spawnofs_z)
|
||
PARAM_INT (SpiralOffset)
|
||
PARAM_INT (limit)
|
||
PARAM_FLOAT (veleffect)
|
||
|
||
if (range == 0) range = 8192.;
|
||
if (sparsity == 0) sparsity = 1;
|
||
|
||
FTranslatedLineTarget t;
|
||
|
||
DVector3 savedpos = self->Pos();
|
||
DAngle saved_angle = self->Angles.Yaw;
|
||
DAngle saved_pitch = self->Angles.Pitch;
|
||
|
||
if (aim && self->target == NULL)
|
||
{
|
||
return 0;
|
||
}
|
||
// [RH] Andy Baker's stealth monsters
|
||
if (self->flags & MF_STEALTH)
|
||
{
|
||
self->visdir = 1;
|
||
}
|
||
|
||
self->flags &= ~MF_AMBUSH;
|
||
|
||
|
||
if (aim)
|
||
{
|
||
self->Angles.Yaw = self->AngleTo(self->target);
|
||
}
|
||
self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, aim ? self->target : NULL);
|
||
if (t.linetarget == NULL && aim)
|
||
{
|
||
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
||
DVector2 xydiff = self->Vec2To(self->target);
|
||
double zdiff = self->target->Center() - self->Center() - self->Floorclip;
|
||
self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
|
||
}
|
||
// Let the aim trail behind the player
|
||
if (aim)
|
||
{
|
||
saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * veleffect, -self->target->Vel.Y * veleffect);
|
||
|
||
if (aim == CRF_AIMDIRECT)
|
||
{
|
||
// Tricky: We must offset to the angle of the current position
|
||
// but then change the angle again to ensure proper aim.
|
||
self->SetXY(self->Vec2Offset(
|
||
spawnofs_xy * self->Angles.Yaw.Cos(),
|
||
spawnofs_xy * self->Angles.Yaw.Sin()));
|
||
spawnofs_xy = 0;
|
||
self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * veleffect, -self->target->Vel.Y * veleffect);
|
||
}
|
||
|
||
if (self->target->flags & MF_SHADOW)
|
||
{
|
||
DAngle rnd = pr_crailgun.Random2() * (45. / 256.);
|
||
self->Angles.Yaw += rnd;
|
||
}
|
||
}
|
||
|
||
if (!(flags & CRF_EXPLICITANGLE))
|
||
{
|
||
spread_xy = spread_xy * pr_crailgun.Random2() / 255;
|
||
spread_z = spread_z * pr_crailgun.Random2() / 255;
|
||
}
|
||
|
||
FRailParams p;
|
||
p.source = self;
|
||
p.damage = damage;
|
||
p.offset_xy = spawnofs_xy;
|
||
p.offset_z = spawnofs_z;
|
||
p.color1 = color1;
|
||
p.color2 = color2;
|
||
p.maxdiff = maxdiff;
|
||
p.flags = flags;
|
||
p.puff = pufftype;
|
||
p.angleoffset = spread_xy;
|
||
p.pitchoffset = spread_z;
|
||
p.distance = range;
|
||
p.duration = duration;
|
||
p.sparsity = sparsity;
|
||
p.drift = driftspeed;
|
||
p.spawnclass = spawnclass;
|
||
p.SpiralOffset = SpiralOffset;
|
||
p.limit = 0;
|
||
P_RailAttack(&p);
|
||
|
||
self->SetXYZ(savedpos);
|
||
self->Angles.Yaw = saved_angle;
|
||
self->Angles.Pitch = saved_pitch;
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Recoil
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Recoil)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(xyvel);
|
||
|
||
self->Thrust(self->Angles.Yaw + 180., xyvel);
|
||
return 0;
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SelectWeapon
|
||
//
|
||
//===========================================================================
|
||
enum SW_Flags
|
||
{
|
||
SWF_SELECTPRIORITY = 1,
|
||
};
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SelectWeapon)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS(cls, AInventory);
|
||
PARAM_INT(flags);
|
||
|
||
bool selectPriority = !!(flags & SWF_SELECTPRIORITY);
|
||
|
||
if ((!selectPriority && cls == NULL) || self->player == NULL)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
auto weaponitem = self->FindInventory(cls);
|
||
|
||
if (weaponitem != NULL && weaponitem->IsKindOf(NAME_Weapon))
|
||
{
|
||
if (self->player->ReadyWeapon != weaponitem)
|
||
{
|
||
self->player->PendingWeapon = weaponitem;
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
else if (selectPriority)
|
||
{
|
||
// [XA] if the named weapon cannot be found (or is a dummy like 'None'),
|
||
// select the next highest priority weapon. This is basically
|
||
// the same as A_CheckReload minus the ammo check. Handy.
|
||
self->player->mo->PickNewWeapon(NULL);
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
else
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Print
|
||
//
|
||
//===========================================================================
|
||
EXTERN_CVAR(Float, con_midtime)
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Print)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING_VAL(text);
|
||
PARAM_FLOAT (time);
|
||
PARAM_NAME (fontname);
|
||
|
||
if (text[0] == '$') text = GStrings(&text[1]);
|
||
if (self->CheckLocalView (consoleplayer) ||
|
||
(self->target != NULL && self->target->CheckLocalView (consoleplayer)))
|
||
{
|
||
float saved = con_midtime;
|
||
FFont *font = NULL;
|
||
|
||
if (fontname != NAME_None)
|
||
{
|
||
font = V_GetFont(fontname);
|
||
}
|
||
if (time > 0)
|
||
{
|
||
con_midtime = float(time);
|
||
}
|
||
FString formatted = strbin1(text);
|
||
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
|
||
con_midtime = saved;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_PrintBold
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_PrintBold)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING_VAL (text);
|
||
PARAM_FLOAT (time);
|
||
PARAM_NAME (fontname);
|
||
|
||
float saved = con_midtime;
|
||
FFont *font = NULL;
|
||
|
||
if (text[0] == '$') text = GStrings(&text[1]);
|
||
if (fontname != NAME_None)
|
||
{
|
||
font = V_GetFont(fontname);
|
||
}
|
||
if (time > 0)
|
||
{
|
||
con_midtime = float(time);
|
||
}
|
||
FString formatted = strbin1(text);
|
||
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
|
||
con_midtime = saved;
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Log
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Log)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING_VAL(text);
|
||
PARAM_BOOL(local);
|
||
|
||
if (local && !self->CheckLocalView(consoleplayer)) return 0;
|
||
|
||
if (text[0] == '$') text = GStrings(&text[1]);
|
||
FString formatted = strbin1(text);
|
||
Printf("%s\n", formatted.GetChars());
|
||
return 0;
|
||
}
|
||
|
||
//=========================================================================
|
||
//
|
||
// A_LogInt
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_LogInt)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(num);
|
||
PARAM_BOOL(local);
|
||
|
||
if (local && !self->CheckLocalView(consoleplayer)) return 0;
|
||
Printf("%d\n", num);
|
||
return 0;
|
||
}
|
||
|
||
//=========================================================================
|
||
//
|
||
// A_LogFloat
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_LogFloat)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(num);
|
||
PARAM_BOOL(local);
|
||
|
||
if (local && !self->CheckLocalView(consoleplayer)) return 0;
|
||
IGNORE_FORMAT_PRE
|
||
Printf("%H\n", num);
|
||
IGNORE_FORMAT_POST
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetTranslucent
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetTranslucent)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT (alpha);
|
||
PARAM_INT (mode);
|
||
|
||
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
|
||
|
||
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
||
self->Alpha = clamp(alpha, 0., 1.);
|
||
self->RenderStyle = ERenderStyle(mode);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetRenderStyle
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetRenderStyle)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(alpha);
|
||
PARAM_INT(mode);
|
||
|
||
self->Alpha = clamp(alpha, 0., 1.);
|
||
self->RenderStyle = ERenderStyle(mode);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_FadeIn
|
||
//
|
||
// Fades the actor in
|
||
//
|
||
//===========================================================================
|
||
|
||
enum FadeFlags
|
||
{
|
||
FTF_REMOVE = 1 << 0,
|
||
FTF_CLAMP = 1 << 1,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_FadeIn)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(reduce);
|
||
PARAM_INT(flags);
|
||
|
||
|
||
if (reduce == 0)
|
||
{
|
||
reduce = 0.1;
|
||
}
|
||
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
||
self->Alpha += reduce;
|
||
|
||
if (self->Alpha >= 1.)
|
||
{
|
||
if (flags & FTF_CLAMP)
|
||
{
|
||
self->Alpha = 1.;
|
||
}
|
||
if (flags & FTF_REMOVE)
|
||
{
|
||
P_RemoveThing(self);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_FadeOut
|
||
//
|
||
// fades the actor out and destroys it when done
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_FadeOut)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(reduce);
|
||
PARAM_INT(flags);
|
||
|
||
if (reduce == 0)
|
||
{
|
||
reduce = 0.1;
|
||
}
|
||
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
||
self->Alpha -= reduce;
|
||
if (self->Alpha <= 0)
|
||
{
|
||
if (flags & FTF_CLAMP)
|
||
{
|
||
self->Alpha = 0;
|
||
}
|
||
if (flags & FTF_REMOVE)
|
||
{
|
||
P_RemoveThing(self);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_FadeTo
|
||
//
|
||
// fades the actor to a specified transparency by a specified amount and
|
||
// destroys it if so desired
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_FadeTo)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT (target);
|
||
PARAM_FLOAT (amount);
|
||
PARAM_INT (flags);
|
||
|
||
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
||
|
||
if (self->Alpha > target)
|
||
{
|
||
self->Alpha -= amount;
|
||
|
||
if (self->Alpha < target)
|
||
{
|
||
self->Alpha = target;
|
||
}
|
||
}
|
||
else if (self->Alpha < target)
|
||
{
|
||
self->Alpha += amount;
|
||
|
||
if (self->Alpha > target)
|
||
{
|
||
self->Alpha = target;
|
||
}
|
||
}
|
||
if (flags & FTF_CLAMP)
|
||
{
|
||
self->Alpha = clamp(self->Alpha, 0., 1.);
|
||
}
|
||
if (self->Alpha == target && (flags & FTF_REMOVE))
|
||
{
|
||
P_RemoveThing(self);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SpawnDebris
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SpawnDebris)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS (debris, AActor);
|
||
PARAM_BOOL (transfer_translation)
|
||
PARAM_FLOAT (mult_h)
|
||
PARAM_FLOAT (mult_v)
|
||
int i;
|
||
AActor *mo;
|
||
|
||
if (debris == NULL)
|
||
return 0;
|
||
|
||
// only positive values make sense here
|
||
if (mult_v <= 0) mult_v = 1;
|
||
if (mult_h <= 0) mult_h = 1;
|
||
|
||
for (i = 0; i < GetDefaultByType(debris)->health; i++)
|
||
{
|
||
double xo = (pr_spawndebris() - 128) / 16.;
|
||
double yo = (pr_spawndebris() - 128) / 16.;
|
||
double zo = pr_spawndebris()*self->Height / 256 + self->GetBobOffset();
|
||
mo = Spawn(debris, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
||
if (mo)
|
||
{
|
||
if (transfer_translation)
|
||
{
|
||
mo->Translation = self->Translation;
|
||
}
|
||
if (i < mo->GetInfo()->NumOwnedStates)
|
||
{
|
||
mo->SetState (mo->GetInfo()->OwnedStates + i);
|
||
}
|
||
mo->Vel.X = mult_h * pr_spawndebris.Random2() / 64.;
|
||
mo->Vel.Y = mult_h * pr_spawndebris.Random2() / 64.;
|
||
mo->Vel.Z = mult_v * ((pr_spawndebris() & 7) + 5);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SpawnParticle
|
||
//
|
||
//===========================================================================
|
||
enum SPFflag
|
||
{
|
||
SPF_FULLBRIGHT = 1,
|
||
SPF_RELPOS = 1 << 1,
|
||
SPF_RELVEL = 1 << 2,
|
||
SPF_RELACCEL = 1 << 3,
|
||
SPF_RELANG = 1 << 4,
|
||
SPF_NOTIMEFREEZE = 1 << 5,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SpawnParticle)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_COLOR (color);
|
||
PARAM_INT (flags)
|
||
PARAM_INT (lifetime)
|
||
PARAM_FLOAT (size)
|
||
PARAM_ANGLE (angle)
|
||
PARAM_FLOAT (xoff)
|
||
PARAM_FLOAT (yoff)
|
||
PARAM_FLOAT (zoff)
|
||
PARAM_FLOAT (xvel)
|
||
PARAM_FLOAT (yvel)
|
||
PARAM_FLOAT (zvel)
|
||
PARAM_FLOAT (accelx)
|
||
PARAM_FLOAT (accely)
|
||
PARAM_FLOAT (accelz)
|
||
PARAM_FLOAT (startalpha)
|
||
PARAM_FLOAT (fadestep)
|
||
PARAM_FLOAT (sizestep)
|
||
|
||
startalpha = clamp(startalpha, 0., 1.);
|
||
if (fadestep > 0) fadestep = clamp(fadestep, 0., 1.);
|
||
size = fabs(size);
|
||
if (lifetime != 0)
|
||
{
|
||
if (flags & SPF_RELANG) angle += self->Angles.Yaw;
|
||
double s = angle.Sin();
|
||
double c = angle.Cos();
|
||
DVector3 pos(xoff, yoff, zoff);
|
||
DVector3 vel(xvel, yvel, zvel);
|
||
DVector3 acc(accelx, accely, accelz);
|
||
//[MC] Code ripped right out of A_SpawnItemEx.
|
||
if (flags & SPF_RELPOS)
|
||
{
|
||
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
||
// This is the inverse orientation of the absolute mode!
|
||
pos.X = xoff * c + yoff * s;
|
||
pos.Y = xoff * s - yoff * c;
|
||
}
|
||
if (flags & SPF_RELVEL)
|
||
{
|
||
vel.X = xvel * c + yvel * s;
|
||
vel.Y = xvel * s - yvel * c;
|
||
}
|
||
if (flags & SPF_RELACCEL)
|
||
{
|
||
acc.X = accelx * c + accely * s;
|
||
acc.Y = accelx * s - accely * c;
|
||
}
|
||
P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, startalpha, lifetime, size, fadestep, sizestep, flags);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_CheckSight
|
||
// jumps if no player can see this actor
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckIfSeen)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
|
||
for (int i = 0; i < MAXPLAYERS; i++)
|
||
{
|
||
if (playeringame[i])
|
||
{
|
||
// Always check sight from each player.
|
||
if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
// If a player is viewing from a non-player, then check that too.
|
||
if (players[i].camera != NULL && players[i].camera->player == NULL &&
|
||
P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
}
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_CheckSightOrRange
|
||
// Jumps if this actor is out of range of all players *and* out of sight.
|
||
// Useful for maps with many multi-actor special effects.
|
||
//
|
||
//===========================================================================
|
||
static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range, bool twodi, bool checksight)
|
||
{
|
||
if (camera == NULL)
|
||
{
|
||
return false;
|
||
}
|
||
// Check distance first, since it's cheaper than checking sight.
|
||
DVector2 pos = camera->Vec2To(self);
|
||
double dz;
|
||
double eyez = camera->Center();
|
||
if (eyez > self->Top())
|
||
{
|
||
dz = self->Top() - eyez;
|
||
}
|
||
else if (eyez < self->Z())
|
||
{
|
||
dz = self->Z() - eyez;
|
||
}
|
||
else
|
||
{
|
||
dz = 0;
|
||
}
|
||
double distance = DVector3(pos, twodi? 0. : dz).LengthSquared();
|
||
if (distance <= range)
|
||
{
|
||
// Within range
|
||
return true;
|
||
}
|
||
|
||
// Now check LOS.
|
||
if (checksight && P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
|
||
{ // Visible
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckSightOrRange)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(range);
|
||
PARAM_BOOL(twodi);
|
||
|
||
range *= range;
|
||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||
{
|
||
if (playeringame[i])
|
||
{
|
||
// Always check from each player.
|
||
if (DoCheckSightOrRange(self, players[i].mo, range, twodi, true))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
// If a player is viewing from a non-player, check that too.
|
||
if (players[i].camera != NULL && players[i].camera->player == NULL &&
|
||
DoCheckSightOrRange(self, players[i].camera, range, twodi, true))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
}
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckRange)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(range);
|
||
PARAM_BOOL(twodi);
|
||
|
||
range *= range;
|
||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||
{
|
||
if (playeringame[i])
|
||
{
|
||
// Always check from each player.
|
||
if (DoCheckSightOrRange(self, players[i].mo, range, twodi, false))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
// If a player is viewing from a non-player, check that too.
|
||
if (players[i].camera != NULL && players[i].camera->player == NULL &&
|
||
DoCheckSightOrRange(self, players[i].camera, range, twodi, false))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
}
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// Inventory drop
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DropInventory)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS(drop, AInventory);
|
||
PARAM_INT(amount);
|
||
|
||
if (drop)
|
||
{
|
||
AInventory *inv = self->FindInventory(drop);
|
||
if (inv)
|
||
{
|
||
self->DropInventory(inv, amount);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetBlend
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetBlend)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_COLOR (color);
|
||
PARAM_FLOAT (alpha);
|
||
PARAM_INT (tics);
|
||
PARAM_COLOR (color2);
|
||
PARAM_FLOAT (alpha2);
|
||
|
||
if (color == MAKEARGB(255,255,255,255))
|
||
color = 0;
|
||
if (color2 == MAKEARGB(255,255,255,255))
|
||
color2 = 0;
|
||
// if (color2.a == 0)
|
||
// color2 = color;
|
||
|
||
Create<DFlashFader>(color.r/255.f, color.g/255.f, color.b/255.f, float(alpha),
|
||
color2.r/255.f, color2.g/255.f, color2.b/255.f, float(alpha2),
|
||
float(tics)/TICRATE, self, true);
|
||
return 0;
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_CountdownArg
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_CountdownArg)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(cnt);
|
||
PARAM_STATE(state)
|
||
|
||
if (cnt<0 || cnt >= 5) return 0;
|
||
if (!self->args[cnt]--)
|
||
{
|
||
if (self->flags&MF_MISSILE)
|
||
{
|
||
P_ExplodeMissile(self, NULL, NULL);
|
||
}
|
||
else if (self->flags&MF_SHOOTABLE)
|
||
{
|
||
P_DamageMobj(self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
|
||
}
|
||
else
|
||
{
|
||
if (state == nullptr) state = self->FindState(NAME_Death);
|
||
self->SetState(state);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// A_Burst
|
||
//
|
||
//============================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Burst)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS(chunk, AActor);
|
||
|
||
int i, numChunks;
|
||
AActor * mo;
|
||
|
||
if (chunk == NULL)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
self->Vel.Zero();
|
||
self->Height = self->GetDefault()->Height;
|
||
|
||
// [RH] In Hexen, this creates a random number of shards (range [24,56])
|
||
// with no relation to the size of the self shattering. I think it should
|
||
// base the number of shards on the size of the dead thing, so bigger
|
||
// things break up into more shards than smaller things.
|
||
// An self with radius 20 and height 64 creates ~40 chunks.
|
||
numChunks = MAX<int> (4, int(self->radius * self->Height)/32);
|
||
i = (pr_burst.Random2()) % (numChunks/4);
|
||
for (i = MAX (24, numChunks + i); i >= 0; i--)
|
||
{
|
||
double xo = (pr_burst() - 128) * self->radius / 128;
|
||
double yo = (pr_burst() - 128) * self->radius / 128;
|
||
double zo = (pr_burst() * self->Height / 255);
|
||
mo = Spawn(chunk, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
||
|
||
if (mo)
|
||
{
|
||
mo->Vel.Z = 4 * (mo->Z() - self->Z()) / self->Height;
|
||
mo->Vel.X = pr_burst.Random2() / 128.;
|
||
mo->Vel.Y = pr_burst.Random2() / 128.;
|
||
mo->RenderStyle = self->RenderStyle;
|
||
mo->Alpha = self->Alpha;
|
||
mo->CopyFriendliness(self, true);
|
||
}
|
||
}
|
||
|
||
// [RH] Do some stuff to make this more useful outside Hexen
|
||
if (self->flags4 & MF4_BOSSDEATH)
|
||
{
|
||
A_BossDeath(self);
|
||
}
|
||
A_Unblock(self, true);
|
||
|
||
self->Destroy ();
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Stop
|
||
// resets all velocity of the actor to 0
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
self->Vel.Zero();
|
||
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
|
||
{
|
||
self->player->mo->PlayIdle();
|
||
self->player->Vel.Zero();
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
static void CheckStopped(AActor *self)
|
||
{
|
||
if (self->player != NULL &&
|
||
self->player->mo == self &&
|
||
!(self->player->cheats & CF_PREDICTING) && !self->Vel.isZero())
|
||
{
|
||
self->player->mo->PlayIdle();
|
||
self->player->Vel.Zero();
|
||
}
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Respawn
|
||
//
|
||
//===========================================================================
|
||
|
||
enum RS_Flags
|
||
{
|
||
RSF_FOG=1,
|
||
RSF_KEEPTARGET=2,
|
||
RSF_TELEFRAG=4,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Respawn)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
|
||
bool oktorespawn = false;
|
||
DVector3 pos = self->Pos();
|
||
|
||
self->flags |= MF_SOLID;
|
||
self->Height = self->GetDefault()->Height;
|
||
self->radius = self->GetDefault()->radius;
|
||
self->RestoreSpecialPosition();
|
||
|
||
if (flags & RSF_TELEFRAG)
|
||
{
|
||
// [KS] DIE DIE DIE DIE erm *ahem* =)
|
||
oktorespawn = P_TeleportMove(self, self->Pos(), true, false);
|
||
}
|
||
else
|
||
{
|
||
oktorespawn = P_CheckPosition(self, self->Pos(), true);
|
||
}
|
||
|
||
if (oktorespawn)
|
||
{
|
||
AActor *defs = self->GetDefault();
|
||
self->health = defs->health;
|
||
|
||
// [KS] Don't keep target, because it could be self if the monster committed suicide
|
||
// ...Actually it's better off an option, so you have better control over monster behavior.
|
||
if (!(flags & RSF_KEEPTARGET))
|
||
{
|
||
self->target = NULL;
|
||
self->LastHeard = NULL;
|
||
self->lastenemy = NULL;
|
||
}
|
||
else
|
||
{
|
||
// Don't attack yourself (Re: "Marine targets itself after suicide")
|
||
if (self->target == self)
|
||
self->target = NULL;
|
||
if (self->lastenemy == self)
|
||
self->lastenemy = NULL;
|
||
}
|
||
|
||
self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
|
||
self->flags2 = defs->flags2;
|
||
self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
||
self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS);
|
||
self->flags5 = defs->flags5;
|
||
self->flags6 = defs->flags6;
|
||
self->flags7 = defs->flags7;
|
||
self->flags8 = defs->flags8;
|
||
self->SetState (self->SpawnState);
|
||
self->renderflags &= ~RF_INVISIBLE;
|
||
|
||
if (flags & RSF_FOG)
|
||
{
|
||
P_SpawnTeleportFog(self, pos, true, true);
|
||
P_SpawnTeleportFog(self, self->Pos(), false, true);
|
||
}
|
||
if (self->CountsAsKill())
|
||
{
|
||
level.total_monsters++;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
self->flags &= ~MF_SOLID;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_PlayerSkinCheck
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, PlayerSkinCheck)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
|
||
ACTION_RETURN_BOOL(self->player != NULL &&
|
||
Skins[self->player->userinfo.GetSkin()].othergame);
|
||
}
|
||
|
||
// [KS] *** Start of my modifications ***
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_CheckLOF (state jump, int flags = CRF_AIM_VERT|CRF_AIM_HOR,
|
||
// fixed range = 0, angle angle = 0, angle pitch = 0,
|
||
// fixed offsetheight = 32, fixed offsetwidth = 0,
|
||
// int ptr_target = AAPTR_DEFAULT (target) )
|
||
//
|
||
//==========================================================================
|
||
|
||
enum CLOF_flags
|
||
{
|
||
CLOFF_NOAIM_VERT = 0x00000001,
|
||
CLOFF_NOAIM_HORZ = 0x00000002,
|
||
|
||
CLOFF_JUMPENEMY = 0x00000004,
|
||
CLOFF_JUMPFRIEND = 0x00000008,
|
||
CLOFF_JUMPOBJECT = 0x00000010,
|
||
CLOFF_JUMPNONHOSTILE = 0x00000020,
|
||
|
||
CLOFF_SKIPENEMY = 0x00000040,
|
||
CLOFF_SKIPFRIEND = 0x00000080,
|
||
CLOFF_SKIPOBJECT = 0x00000100,
|
||
CLOFF_SKIPNONHOSTILE = 0x00000200,
|
||
|
||
CLOFF_MUSTBESHOOTABLE = 0x00000400,
|
||
|
||
CLOFF_SKIPTARGET = 0x00000800,
|
||
CLOFF_ALLOWNULL = 0x00001000,
|
||
CLOFF_CHECKPARTIAL = 0x00002000,
|
||
|
||
CLOFF_MUSTBEGHOST = 0x00004000,
|
||
CLOFF_IGNOREGHOST = 0x00008000,
|
||
|
||
CLOFF_MUSTBESOLID = 0x00010000,
|
||
CLOFF_BEYONDTARGET = 0x00020000,
|
||
|
||
CLOFF_FROMBASE = 0x00040000,
|
||
CLOFF_MUL_HEIGHT = 0x00080000,
|
||
CLOFF_MUL_WIDTH = 0x00100000,
|
||
|
||
CLOFF_JUMP_ON_MISS = 0x00200000,
|
||
CLOFF_AIM_VERT_NOOFFSET = 0x00400000,
|
||
|
||
CLOFF_SETTARGET = 0x00800000,
|
||
CLOFF_SETMASTER = 0x01000000,
|
||
CLOFF_SETTRACER = 0x02000000,
|
||
};
|
||
|
||
struct LOFData
|
||
{
|
||
AActor *Self;
|
||
AActor *Target;
|
||
int Flags;
|
||
bool BadActor;
|
||
};
|
||
|
||
ETraceStatus CheckLOFTraceFunc(FTraceResults &trace, void *userdata)
|
||
{
|
||
LOFData *data = (LOFData *)userdata;
|
||
int flags = data->Flags;
|
||
|
||
if (trace.HitType != TRACE_HitActor)
|
||
{
|
||
return TRACE_Stop;
|
||
}
|
||
if (trace.Actor == data->Target)
|
||
{
|
||
if (flags & CLOFF_SKIPTARGET)
|
||
{
|
||
if (flags & CLOFF_BEYONDTARGET)
|
||
{
|
||
return TRACE_Skip;
|
||
}
|
||
return TRACE_Abort;
|
||
}
|
||
return TRACE_Stop;
|
||
}
|
||
if (flags & CLOFF_MUSTBESHOOTABLE)
|
||
{ // all shootability checks go here
|
||
if (!(trace.Actor->flags & MF_SHOOTABLE))
|
||
{
|
||
return TRACE_Skip;
|
||
}
|
||
if (trace.Actor->flags2 & MF2_NONSHOOTABLE)
|
||
{
|
||
return TRACE_Skip;
|
||
}
|
||
}
|
||
if ((flags & CLOFF_MUSTBESOLID) && !(trace.Actor->flags & MF_SOLID))
|
||
{
|
||
return TRACE_Skip;
|
||
}
|
||
if (flags & CLOFF_MUSTBEGHOST)
|
||
{
|
||
if (!(trace.Actor->flags3 & MF3_GHOST))
|
||
{
|
||
return TRACE_Skip;
|
||
}
|
||
}
|
||
else if (flags & CLOFF_IGNOREGHOST)
|
||
{
|
||
if (trace.Actor->flags3 & MF3_GHOST)
|
||
{
|
||
return TRACE_Skip;
|
||
}
|
||
}
|
||
if (
|
||
((flags & CLOFF_JUMPENEMY) && data->Self->IsHostile(trace.Actor)) ||
|
||
((flags & CLOFF_JUMPFRIEND) && data->Self->IsFriend(trace.Actor)) ||
|
||
((flags & CLOFF_JUMPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) ||
|
||
((flags & CLOFF_JUMPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor))
|
||
)
|
||
{
|
||
return TRACE_Stop;
|
||
}
|
||
if (
|
||
((flags & CLOFF_SKIPENEMY) && data->Self->IsHostile(trace.Actor)) ||
|
||
((flags & CLOFF_SKIPFRIEND) && data->Self->IsFriend(trace.Actor)) ||
|
||
((flags & CLOFF_SKIPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) ||
|
||
((flags & CLOFF_SKIPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor))
|
||
)
|
||
{
|
||
return TRACE_Skip;
|
||
}
|
||
data->BadActor = true;
|
||
return TRACE_Abort;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckLOF)
|
||
{
|
||
// Check line of fire
|
||
|
||
/*
|
||
Not accounted for / I don't know how it works: FLOORCLIP
|
||
*/
|
||
|
||
AActor *target;
|
||
DVector3 pos;
|
||
DVector3 vel;
|
||
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (flags)
|
||
PARAM_FLOAT (range)
|
||
PARAM_FLOAT (minrange)
|
||
PARAM_ANGLE (angle)
|
||
PARAM_ANGLE (pitch)
|
||
PARAM_FLOAT (offsetheight)
|
||
PARAM_FLOAT (offsetwidth)
|
||
PARAM_INT (ptr_target)
|
||
PARAM_FLOAT (offsetforward)
|
||
|
||
DAngle ang;
|
||
|
||
target = COPY_AAPTR(self, ptr_target == AAPTR_DEFAULT ? AAPTR_TARGET|AAPTR_PLAYER_GETTARGET|AAPTR_NULL : ptr_target); // no player-support by default
|
||
|
||
if (flags & CLOFF_MUL_HEIGHT)
|
||
{
|
||
if (self->player != NULL)
|
||
{
|
||
// Synced with hitscan: self->player->mo->height is strangely conscientious about getting the right actor for player
|
||
offsetheight *= self->player->mo->Height * self->player->crouchfactor;
|
||
}
|
||
else
|
||
{
|
||
offsetheight *= self->Height;
|
||
}
|
||
}
|
||
if (flags & CLOFF_MUL_WIDTH)
|
||
{
|
||
offsetforward *= self->radius;
|
||
offsetwidth *= self->radius;
|
||
}
|
||
|
||
pos = self->PosPlusZ(offsetheight - self->Floorclip);
|
||
|
||
if (!(flags & CLOFF_FROMBASE))
|
||
{ // default to hitscan origin
|
||
|
||
// Synced with hitscan: self->Height is strangely NON-conscientious about getting the right actor for player
|
||
pos.Z += self->Height *0.5;
|
||
if (self->player != NULL)
|
||
{
|
||
pos.Z += self->player->mo->AttackZOffset * self->player->crouchfactor;
|
||
}
|
||
else
|
||
{
|
||
pos.Z += 8;
|
||
}
|
||
}
|
||
|
||
if (target)
|
||
{
|
||
if (range > 0 && !(flags & CLOFF_CHECKPARTIAL))
|
||
{
|
||
double distance = self->Distance3D(target);
|
||
if (distance > range)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
}
|
||
|
||
if (flags & CLOFF_NOAIM_HORZ)
|
||
{
|
||
ang = self->Angles.Yaw;
|
||
}
|
||
else ang = self->AngleTo (target);
|
||
|
||
angle += ang;
|
||
|
||
double s = ang.Sin();
|
||
double c = ang.Cos();
|
||
|
||
DVector2 xy = self->Vec2Offset(offsetforward * c + offsetwidth * s, offsetforward * s - offsetwidth * c);
|
||
|
||
pos.X = xy.X;
|
||
pos.Y = xy.Y;
|
||
|
||
double xydist = self->Distance2D(target);
|
||
if (flags & CLOFF_NOAIM_VERT)
|
||
{
|
||
pitch += self->Angles.Pitch;
|
||
}
|
||
else if (flags & CLOFF_AIM_VERT_NOOFFSET)
|
||
{
|
||
pitch -= VecToAngle(xydist, target->Center() - pos.Z + offsetheight);
|
||
}
|
||
else
|
||
{
|
||
pitch -= VecToAngle(xydist, target->Center() - pos.Z);
|
||
}
|
||
}
|
||
else if (flags & CLOFF_ALLOWNULL)
|
||
{
|
||
angle += self->Angles.Yaw;
|
||
pitch += self->Angles.Pitch;
|
||
|
||
double s = angle.Sin();
|
||
double c = angle.Cos();
|
||
|
||
DVector2 xy = self->Vec2Offset(offsetforward * c + offsetwidth * s, offsetforward * s - offsetwidth * c);
|
||
|
||
pos.X = xy.X;
|
||
pos.Y = xy.Y;
|
||
}
|
||
else
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
double cp = pitch.Cos();
|
||
|
||
vel = { cp * angle.Cos(), cp * angle.Sin(), -pitch.Sin() };
|
||
|
||
/* Variable set:
|
||
|
||
jump, flags, target
|
||
pos (trace point of origin)
|
||
vel (trace unit vector)
|
||
range
|
||
*/
|
||
|
||
sector_t *sec = P_PointInSector(pos);
|
||
|
||
if (range == 0)
|
||
{
|
||
range = (self->player != NULL) ? PLAYERMISSILERANGE : MISSILERANGE;
|
||
}
|
||
|
||
FTraceResults trace;
|
||
LOFData lof_data;
|
||
|
||
lof_data.Self = self;
|
||
lof_data.Target = target;
|
||
lof_data.Flags = flags;
|
||
lof_data.BadActor = false;
|
||
|
||
Trace(pos, sec, vel, range, ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, self, trace, TRACE_PortalRestrict,
|
||
CheckLOFTraceFunc, &lof_data);
|
||
|
||
if (trace.HitType == TRACE_HitActor ||
|
||
((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone))
|
||
{
|
||
if (minrange > 0 && trace.Distance < minrange)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
if ((trace.HitType == TRACE_HitActor) && (trace.Actor != NULL) && !(lof_data.BadActor))
|
||
{
|
||
if (flags & (CLOFF_SETTARGET)) self->target = trace.Actor;
|
||
if (flags & (CLOFF_SETMASTER)) self->master = trace.Actor;
|
||
if (flags & (CLOFF_SETTRACER)) self->tracer = trace.Actor;
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags,
|
||
// optional fixed dist_max, optional fixed dist_close)
|
||
//
|
||
// Jumps if the actor can see its target, or if the player has a linetarget.
|
||
// ProjectileTarget affects how projectiles are treated. If set, it will use
|
||
// the target of the projectile for seekers, and ignore the target for
|
||
// normal projectiles. If not set, it will use the missile's owner instead
|
||
// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max
|
||
// sets the maximum distance that actor can see, 0 means forever. dist_close
|
||
// uses special behavior if certain flags are set, 0 means no checks.
|
||
//
|
||
//==========================================================================
|
||
|
||
enum JLOS_flags
|
||
{
|
||
JLOSF_PROJECTILE = 1 << 0,
|
||
JLOSF_NOSIGHT = 1 << 1,
|
||
JLOSF_CLOSENOFOV = 1 << 2,
|
||
JLOSF_CLOSENOSIGHT = 1 << 3,
|
||
JLOSF_CLOSENOJUMP = 1 << 4,
|
||
JLOSF_DEADNOJUMP = 1 << 5,
|
||
JLOSF_CHECKMASTER = 1 << 6,
|
||
JLOSF_TARGETLOS = 1 << 7,
|
||
JLOSF_FLIPFOV = 1 << 8,
|
||
JLOSF_ALLYNOJUMP = 1 << 9,
|
||
JLOSF_COMBATANTONLY = 1 << 10,
|
||
JLOSF_NOAUTOAIM = 1 << 11,
|
||
JLOSF_CHECKTRACER = 1 << 12,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_ANGLE (fov)
|
||
PARAM_INT (flags)
|
||
PARAM_FLOAT (dist_max)
|
||
PARAM_FLOAT (dist_close)
|
||
|
||
AActor *target, *viewport;
|
||
FTranslatedLineTarget t;
|
||
|
||
bool doCheckSight;
|
||
|
||
if (!self->player)
|
||
{
|
||
if (flags & JLOSF_CHECKMASTER)
|
||
{
|
||
target = self->master;
|
||
}
|
||
else if ((self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) || (flags & JLOSF_CHECKTRACER))
|
||
{
|
||
if ((self->flags2 & MF2_SEEKERMISSILE) || (flags & JLOSF_CHECKTRACER))
|
||
target = self->tracer;
|
||
else
|
||
target = NULL;
|
||
}
|
||
else
|
||
{
|
||
target = self->target;
|
||
}
|
||
|
||
if (target == NULL)
|
||
{ // [KS] Let's not call P_CheckSight unnecessarily in this case.
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
doCheckSight = !(flags & JLOSF_NOSIGHT);
|
||
}
|
||
else
|
||
{
|
||
// Does the player aim at something that can be shot?
|
||
P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, (flags & JLOSF_NOAUTOAIM) ? 0.5 : 0., ALF_PORTALRESTRICT);
|
||
|
||
if (!t.linetarget)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
target = t.linetarget;
|
||
|
||
switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV))
|
||
{
|
||
case JLOSF_TARGETLOS|JLOSF_FLIPFOV:
|
||
// target makes sight check, player makes fov check; player has verified fov
|
||
fov = 0.;
|
||
// fall-through
|
||
case JLOSF_TARGETLOS:
|
||
doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov
|
||
break;
|
||
default:
|
||
// player has verified sight and fov
|
||
fov = 0.;
|
||
// fall-through
|
||
case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov
|
||
doCheckSight = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
// [FDARI] If target is not a combatant, don't jump
|
||
if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
// [FDARI] If actors share team, don't jump
|
||
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
double distance = self->Distance3D(target);
|
||
|
||
if (dist_max && (distance > dist_max))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
if (dist_close && (distance < dist_close))
|
||
{
|
||
if (flags & JLOSF_CLOSENOJUMP)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
if (flags & JLOSF_CLOSENOFOV)
|
||
fov = 0.;
|
||
|
||
if (flags & JLOSF_CLOSENOSIGHT)
|
||
doCheckSight = false;
|
||
}
|
||
|
||
if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; }
|
||
else { viewport = self; }
|
||
|
||
if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
if (flags & JLOSF_FLIPFOV)
|
||
{
|
||
if (viewport == self) { viewport = target; target = self; }
|
||
else { target = viewport; viewport = self; }
|
||
}
|
||
|
||
fov = MIN<DAngle>(fov, 360.);
|
||
|
||
if (fov > 0)
|
||
{
|
||
DAngle an = absangle(viewport->AngleTo(target), viewport->Angles.Yaw);
|
||
|
||
if (an > (fov / 2))
|
||
{
|
||
ACTION_RETURN_BOOL(false); // [KS] Outside of FOV - return
|
||
}
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags
|
||
// optional fixed dist_max, optional fixed dist_close)
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckIfInTargetLOS)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_ANGLE (fov)
|
||
PARAM_INT (flags)
|
||
PARAM_FLOAT (dist_max)
|
||
PARAM_FLOAT (dist_close)
|
||
|
||
AActor *target;
|
||
|
||
if (flags & JLOSF_CHECKMASTER)
|
||
{
|
||
target = self->master;
|
||
}
|
||
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
|
||
{
|
||
if (self->flags2 & MF2_SEEKERMISSILE)
|
||
target = self->tracer;
|
||
else
|
||
target = NULL;
|
||
}
|
||
else
|
||
{
|
||
target = self->target;
|
||
}
|
||
|
||
if (target == NULL)
|
||
{ // [KS] Let's not call P_CheckSight unnecessarily in this case.
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
double distance = self->Distance3D(target);
|
||
|
||
if (dist_max && (distance > dist_max))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
|
||
|
||
if (dist_close && (distance < dist_close))
|
||
{
|
||
if (flags & JLOSF_CLOSENOJUMP)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
if (flags & JLOSF_CLOSENOFOV)
|
||
fov = 0.;
|
||
|
||
if (flags & JLOSF_CLOSENOSIGHT)
|
||
doCheckSight = false;
|
||
}
|
||
|
||
if (fov > 0 && (fov < 360.))
|
||
{
|
||
DAngle an = absangle(target->AngleTo(self), target->Angles.Yaw);
|
||
|
||
if (an > (fov / 2))
|
||
{
|
||
ACTION_RETURN_BOOL(false); // [KS] Outside of FOV - return
|
||
}
|
||
}
|
||
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_ChangeFlag
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_ChangeFlag)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING (flagname);
|
||
PARAM_BOOL (value);
|
||
|
||
ModActorFlag(self, flagname, value);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_CheckFlag
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckFlag)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING (flagname);
|
||
PARAM_INT (checkpointer);
|
||
|
||
AActor *owner = COPY_AAPTR(self, checkpointer);
|
||
ACTION_RETURN_BOOL(owner != nullptr && CheckActorFlag(owner, flagname));
|
||
}
|
||
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_ChangeCountFlags)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(kill);
|
||
PARAM_INT(item);
|
||
PARAM_INT(secret);
|
||
|
||
if (self->CountsAsKill() && self->health > 0) --level.total_monsters;
|
||
if (self->flags & MF_COUNTITEM) --level.total_items;
|
||
if (self->flags5 & MF5_COUNTSECRET) --level.total_secrets;
|
||
|
||
if (kill != -1)
|
||
{
|
||
if (kill == 0) self->flags &= ~MF_COUNTKILL;
|
||
else self->flags |= MF_COUNTKILL;
|
||
}
|
||
|
||
if (item != -1)
|
||
{
|
||
if (item == 0) self->flags &= ~MF_COUNTITEM;
|
||
else self->flags |= MF_COUNTITEM;
|
||
}
|
||
|
||
if (secret != -1)
|
||
{
|
||
if (secret == 0) self->flags5 &= ~MF5_COUNTSECRET;
|
||
else self->flags5 |= MF5_COUNTSECRET;
|
||
}
|
||
if (self->CountsAsKill() && self->health > 0) ++level.total_monsters;
|
||
if (self->flags & MF_COUNTITEM) ++level.total_items;
|
||
if (self->flags5 & MF5_COUNTSECRET) ++level.total_secrets;
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RaiseMaster
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
|
||
if (self->master != NULL)
|
||
{
|
||
P_Thing_Raise(self->master, self, flags);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RaiseChildren
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
while ((mo = it.Next()) != NULL)
|
||
{
|
||
if (mo->master == self)
|
||
{
|
||
P_Thing_Raise(mo, self, flags);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RaiseSiblings
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
if (self->master != NULL)
|
||
{
|
||
while ((mo = it.Next()) != NULL)
|
||
{
|
||
if (mo->master == self->master && mo != self)
|
||
{
|
||
P_Thing_Raise(mo, self, flags);
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RaiseSelf
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSelf)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
ACTION_RETURN_BOOL(P_Thing_Raise(self, self, flags));
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// RaiseActor
|
||
//
|
||
// Generalized version that allows passing pointers for ZScript's sake.
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, RaiseActor)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_OBJECT(other, AActor);
|
||
PARAM_INT(flags);
|
||
ACTION_RETURN_BOOL(P_Thing_Raise(other, self, flags));
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// CanRaise
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, CanRaise)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
ACTION_RETURN_BOOL(P_Thing_CanRaise(self));
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_MonsterRefire
|
||
//
|
||
// Keep firing unless target got out of sight
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_MonsterRefire)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (prob);
|
||
PARAM_STATE (jump);
|
||
|
||
A_FaceTarget(self);
|
||
|
||
if (pr_monsterrefire() < prob)
|
||
{
|
||
ACTION_RETURN_STATE(NULL);
|
||
}
|
||
if (self->target == NULL
|
||
|| P_HitFriend (self)
|
||
|| self->target->health <= 0
|
||
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) )
|
||
{
|
||
ACTION_RETURN_STATE(jump);
|
||
}
|
||
ACTION_RETURN_STATE(NULL);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetAngle
|
||
//
|
||
// Set actor's angle (in degrees).
|
||
//
|
||
//===========================================================================
|
||
enum
|
||
{
|
||
SPF_FORCECLAMP = 1, // players always clamp
|
||
SPF_INTERPOLATE = 2,
|
||
};
|
||
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(angle);
|
||
PARAM_INT(flags);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *ref = COPY_AAPTR(self, ptr);
|
||
if (ref != NULL)
|
||
{
|
||
ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetPitch
|
||
//
|
||
// Set actor's pitch (in degrees).
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetPitch)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(pitch);
|
||
PARAM_INT(flags);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *ref = COPY_AAPTR(self, ptr);
|
||
|
||
if (ref != NULL)
|
||
{
|
||
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP));
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// [Nash] A_SetRoll
|
||
//
|
||
// Set actor's roll (in degrees).
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetRoll)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT (roll);
|
||
PARAM_INT (flags);
|
||
PARAM_INT (ptr) ;
|
||
AActor *ref = COPY_AAPTR(self, ptr);
|
||
|
||
if (ref != NULL)
|
||
{
|
||
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_ScaleVelocity
|
||
//
|
||
// Scale actor's velocity.
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_ScaleVelocity)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(scale);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *ref = COPY_AAPTR(self, ptr);
|
||
|
||
if (ref == NULL)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
bool was_moving = !ref->Vel.isZero();
|
||
|
||
ref->Vel *= scale;
|
||
|
||
// If the actor was previously moving but now is not, and is a player,
|
||
// update its player variables. (See A_Stop.)
|
||
if (was_moving)
|
||
{
|
||
CheckStopped(ref);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_ChangeVelocity
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_ChangeVelocity)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT (x)
|
||
PARAM_FLOAT (y)
|
||
PARAM_FLOAT (z)
|
||
PARAM_INT (flags)
|
||
PARAM_INT (ptr)
|
||
|
||
AActor *ref = COPY_AAPTR(self, ptr);
|
||
|
||
if (ref == NULL)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
INTBOOL was_moving = !ref->Vel.isZero();
|
||
|
||
DVector3 vel(x, y, z);
|
||
double sina = ref->Angles.Yaw.Sin();
|
||
double cosa = ref->Angles.Yaw.Cos();
|
||
|
||
if (flags & 1) // relative axes - make x, y relative to actor's current angle
|
||
{
|
||
vel.X = x*cosa - y*sina;
|
||
vel.Y = x*sina + y*cosa;
|
||
}
|
||
if (flags & 2) // discard old velocity - replace old velocity with new velocity
|
||
{
|
||
ref->Vel = vel;
|
||
}
|
||
else // add new velocity to old velocity
|
||
{
|
||
ref->Vel += vel;
|
||
}
|
||
|
||
if (was_moving)
|
||
{
|
||
CheckStopped(ref);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetUserVar
|
||
//
|
||
//===========================================================================
|
||
|
||
static PField *GetVar(DObject *self, FName varname)
|
||
{
|
||
PField *var = dyn_cast<PField>(self->GetClass()->FindSymbol(varname, true));
|
||
|
||
if (var == NULL || (var->Flags & (VARF_Native | VARF_Private | VARF_Protected | VARF_Static)) || !var->Type->isScalar())
|
||
{
|
||
Printf("%s is not a user variable in class %s\n", varname.GetChars(),
|
||
self->GetClass()->TypeName.GetChars());
|
||
return nullptr;
|
||
}
|
||
return var;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetUserVar)
|
||
{
|
||
PARAM_SELF_PROLOGUE(DObject);
|
||
PARAM_NAME (varname);
|
||
PARAM_INT (value);
|
||
|
||
// Set the value of the specified user variable.
|
||
PField *var = GetVar(self, varname);
|
||
if (var != nullptr)
|
||
{
|
||
var->Type->SetValue(reinterpret_cast<uint8_t *>(self) + var->Offset, value);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetUserVarFloat)
|
||
{
|
||
PARAM_SELF_PROLOGUE(DObject);
|
||
PARAM_NAME (varname);
|
||
PARAM_FLOAT (value);
|
||
|
||
// Set the value of the specified user variable.
|
||
PField *var = GetVar(self, varname);
|
||
if (var != nullptr)
|
||
{
|
||
var->Type->SetValue(reinterpret_cast<uint8_t *>(self) + var->Offset, value);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetUserArray
|
||
//
|
||
//===========================================================================
|
||
|
||
static PField *GetArrayVar(DObject *self, FName varname, int pos)
|
||
{
|
||
PField *var = dyn_cast<PField>(self->GetClass()->FindSymbol(varname, true));
|
||
|
||
if (var == NULL || (var->Flags & (VARF_Native | VARF_Private | VARF_Protected | VARF_Static)) ||
|
||
!var->Type->isArray() || !static_cast<PArray *>(var->Type)->ElementType->isScalar())
|
||
{
|
||
Printf("%s is not a user array in class %s\n", varname.GetChars(),
|
||
self->GetClass()->TypeName.GetChars());
|
||
return nullptr;
|
||
}
|
||
if ((unsigned)pos >= static_cast<PArray *>(var->Type)->ElementCount)
|
||
{
|
||
Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(),
|
||
self->GetClass()->TypeName.GetChars());
|
||
return nullptr;
|
||
}
|
||
return var;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetUserArray)
|
||
{
|
||
PARAM_SELF_PROLOGUE(DObject);
|
||
PARAM_NAME (varname);
|
||
PARAM_INT (pos);
|
||
PARAM_INT (value);
|
||
|
||
// Set the value of the specified user array at index pos.
|
||
PField *var = GetArrayVar(self, varname, pos);
|
||
if (var != nullptr)
|
||
{
|
||
PArray *arraytype = static_cast<PArray *>(var->Type);
|
||
arraytype->ElementType->SetValue(reinterpret_cast<uint8_t *>(self) + var->Offset + arraytype->ElementSize * pos, value);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetUserArrayFloat)
|
||
{
|
||
PARAM_SELF_PROLOGUE(DObject);
|
||
PARAM_NAME (varname);
|
||
PARAM_INT (pos);
|
||
PARAM_FLOAT (value);
|
||
|
||
// Set the value of the specified user array at index pos.
|
||
PField *var = GetArrayVar(self, varname, pos);
|
||
if (var != nullptr)
|
||
{
|
||
PArray *arraytype = static_cast<PArray *>(var->Type);
|
||
arraytype->ElementType->SetValue(reinterpret_cast<uint8_t *>(self) + var->Offset + arraytype->ElementSize * pos, value);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Teleport([state teleportstate, [class targettype,
|
||
// [class fogtype, [int flags, [fixed mindist,
|
||
// [fixed maxdist]]]]]])
|
||
//
|
||
// Attempts to teleport to a targettype at least mindist away and at most
|
||
// maxdist away (0 means unlimited). If successful, spawn a fogtype at old
|
||
// location and place calling actor in teleportstate.
|
||
//
|
||
//===========================================================================
|
||
enum T_Flags
|
||
{
|
||
TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
|
||
TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
|
||
TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
|
||
TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
|
||
TF_KEEPANGLE = 0x00000010, // Keep angle.
|
||
TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
|
||
TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
|
||
TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
|
||
TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
|
||
TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
|
||
TF_OVERRIDE = 0x00000400, // Ignore NOTELEPORT.
|
||
TF_SENSITIVEZ = 0x00000800, // Fail if the actor wouldn't fit in the position (for Z).
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Teleport)
|
||
{
|
||
PARAM_ACTION_PROLOGUE(AActor);
|
||
PARAM_STATE_ACTION (teleport_state)
|
||
PARAM_CLASS (target_type, ASpecialSpot)
|
||
PARAM_CLASS (fog_type, AActor)
|
||
PARAM_INT (flags)
|
||
PARAM_FLOAT (mindist)
|
||
PARAM_FLOAT (maxdist)
|
||
PARAM_INT (ptr)
|
||
|
||
AActor *ref = COPY_AAPTR(self, ptr);
|
||
|
||
// A_Teleport and A_Warp were the only codepointers that can state jump
|
||
// *AND* have a meaningful inventory state chain result. Grrr.
|
||
if (numret > 1)
|
||
{
|
||
ret[1].SetInt(false);
|
||
numret = 2;
|
||
}
|
||
if (numret > 0)
|
||
{
|
||
ret[0].SetPointer(NULL);
|
||
}
|
||
|
||
if (!ref)
|
||
{
|
||
return numret;
|
||
}
|
||
|
||
if ((ref->flags2 & MF2_NOTELEPORT) && !(flags & TF_OVERRIDE))
|
||
{
|
||
return numret;
|
||
}
|
||
|
||
// Randomly choose not to teleport like A_Srcr2Decide.
|
||
if (flags & TF_RANDOMDECIDE)
|
||
{
|
||
static const int chance[] =
|
||
{
|
||
192, 120, 120, 120, 64, 64, 32, 16, 0
|
||
};
|
||
|
||
unsigned int chanceindex = ref->health / ((ref->SpawnHealth()/8 == 0) ? 1 : ref->SpawnHealth()/8);
|
||
|
||
if (chanceindex >= countof(chance))
|
||
{
|
||
chanceindex = countof(chance) - 1;
|
||
}
|
||
|
||
if (pr_teleport() >= chance[chanceindex])
|
||
{
|
||
return numret;
|
||
}
|
||
}
|
||
|
||
DSpotState *state = DSpotState::GetSpotState();
|
||
if (state == NULL)
|
||
{
|
||
return numret;
|
||
}
|
||
|
||
if (target_type == NULL)
|
||
{
|
||
target_type = PClass::FindActor("BossSpot");
|
||
}
|
||
|
||
AActor *spot = state->GetSpotWithMinMaxDistance(target_type, ref->X(), ref->Y(), mindist, maxdist);
|
||
if (spot == NULL)
|
||
{
|
||
return numret;
|
||
}
|
||
|
||
// [MC] By default, the function adjusts the actor's Z if it's below the floor or above the ceiling.
|
||
// This can be an issue as actors designed to maintain specific z positions wind up teleporting
|
||
// anyway when they should not, such as a floor rising above or ceiling lowering below the position
|
||
// of the spot.
|
||
if (flags & TF_SENSITIVEZ)
|
||
{
|
||
double posz = (flags & TF_USESPOTZ) ? spot->Z() : spot->floorz;
|
||
if ((posz + ref->Height > spot->ceilingz) || (posz < spot->floorz))
|
||
{
|
||
return numret;
|
||
}
|
||
}
|
||
DVector3 prev = ref->Pos();
|
||
double aboveFloor = spot->Z() - spot->floorz;
|
||
double finalz = spot->floorz + aboveFloor;
|
||
|
||
if (spot->Top() > spot->ceilingz)
|
||
finalz = spot->ceilingz - ref->Height;
|
||
else if (spot->Z() < spot->floorz)
|
||
finalz = spot->floorz;
|
||
|
||
DVector3 tpos = spot->PosAtZ(finalz);
|
||
|
||
//Take precedence and cooperate with telefragging first.
|
||
bool tele_result = P_TeleportMove(ref, tpos, !!(flags & TF_TELEFRAG));
|
||
|
||
if (!tele_result && (flags & TF_FORCED))
|
||
{
|
||
//If for some reason the original move didn't work, regardless of telefrag, force it to move.
|
||
ref->SetOrigin(tpos, false);
|
||
tele_result = true;
|
||
}
|
||
|
||
AActor *fog1 = NULL, *fog2 = NULL;
|
||
if (tele_result)
|
||
{
|
||
//If a fog type is defined in the parameter, or the user wants to use the actor's predefined fogs,
|
||
//and if there's no desire to be fogless, spawn a fog based upon settings.
|
||
if (fog_type || (flags & TF_USEACTORFOG))
|
||
{
|
||
if (!(flags & TF_NOSRCFOG))
|
||
{
|
||
if (flags & TF_USEACTORFOG)
|
||
P_SpawnTeleportFog(ref, prev, true, true);
|
||
else
|
||
{
|
||
fog1 = Spawn(fog_type, prev, ALLOW_REPLACE);
|
||
if (fog1 != NULL)
|
||
fog1->target = ref;
|
||
}
|
||
}
|
||
if (!(flags & TF_NODESTFOG))
|
||
{
|
||
if (flags & TF_USEACTORFOG)
|
||
P_SpawnTeleportFog(ref, ref->Pos(), false, true);
|
||
else
|
||
{
|
||
fog2 = Spawn(fog_type, ref->Pos(), ALLOW_REPLACE);
|
||
if (fog2 != NULL)
|
||
fog2->target = ref;
|
||
}
|
||
}
|
||
}
|
||
|
||
ref->SetZ((flags & TF_USESPOTZ) ? spot->Z() : ref->floorz, false);
|
||
|
||
if (!(flags & TF_KEEPANGLE))
|
||
ref->Angles.Yaw = spot->Angles.Yaw;
|
||
|
||
if (!(flags & TF_KEEPVELOCITY)) ref->Vel.Zero();
|
||
|
||
if (!(flags & TF_NOJUMP)) //The state jump should only happen with the calling actor.
|
||
{
|
||
if (teleport_state == NULL)
|
||
{
|
||
// Default to Teleport.
|
||
teleport_state = self->FindState("Teleport");
|
||
// If still nothing, then return.
|
||
if (teleport_state == NULL)
|
||
{
|
||
return numret;
|
||
}
|
||
}
|
||
if (numret > 0)
|
||
{
|
||
ret[0].SetPointer(teleport_state);
|
||
}
|
||
return numret;
|
||
}
|
||
}
|
||
if (numret > 1)
|
||
{
|
||
ret[1].SetInt(tele_result);
|
||
}
|
||
return numret;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Quake
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Quake)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (intensity);
|
||
PARAM_INT (duration);
|
||
PARAM_INT (damrad);
|
||
PARAM_INT (tremrad);
|
||
PARAM_SOUND (sound);
|
||
|
||
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_QuakeEx
|
||
//
|
||
// Extended version of A_Quake. Takes individual axis into account and can
|
||
// take flags.
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_QuakeEx)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(intensityX);
|
||
PARAM_INT(intensityY);
|
||
PARAM_INT(intensityZ);
|
||
PARAM_INT(duration);
|
||
PARAM_INT(damrad);
|
||
PARAM_INT(tremrad);
|
||
PARAM_SOUND(sound);
|
||
PARAM_INT(flags);
|
||
PARAM_FLOAT(mulWaveX);
|
||
PARAM_FLOAT(mulWaveY);
|
||
PARAM_FLOAT(mulWaveZ);
|
||
PARAM_INT(falloff);
|
||
PARAM_INT(highpoint);
|
||
PARAM_FLOAT(rollIntensity);
|
||
PARAM_FLOAT(rollWave);
|
||
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint,
|
||
rollIntensity, rollWave);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Weave
|
||
//
|
||
//===========================================================================
|
||
|
||
void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
|
||
{
|
||
DVector2 newpos;
|
||
int weaveXY, weaveZ;
|
||
DAngle angle;
|
||
double dist;
|
||
|
||
weaveXY = self->WeaveIndexXY & 63;
|
||
weaveZ = self->WeaveIndexZ & 63;
|
||
angle = self->Angles.Yaw + 90;
|
||
|
||
if (xydist != 0 && xyspeed != 0)
|
||
{
|
||
dist = BobSin(weaveXY) * xydist;
|
||
newpos = self->Pos().XY() - angle.ToVector(dist);
|
||
weaveXY = (weaveXY + xyspeed) & 63;
|
||
dist = BobSin(weaveXY) * xydist;
|
||
newpos += angle.ToVector(dist);
|
||
if (!(self->flags5 & MF5_NOINTERACTION))
|
||
{
|
||
P_TryMove (self, newpos, true);
|
||
}
|
||
else
|
||
{
|
||
FLinkContext ctx;
|
||
self->UnlinkFromWorld (&ctx);
|
||
self->flags |= MF_NOBLOCKMAP;
|
||
// We need to do portal offsetting here explicitly, because SetXY cannot do that.
|
||
newpos -= self->Pos().XY();
|
||
self->SetXY(self->Vec2Offset(newpos.X, newpos.Y));
|
||
self->LinkToWorld (&ctx);
|
||
}
|
||
self->WeaveIndexXY = weaveXY;
|
||
}
|
||
if (zdist != 0 && zspeed != 0)
|
||
{
|
||
self->AddZ(-BobSin(weaveZ) * zdist);
|
||
weaveZ = (weaveZ + zspeed) & 63;
|
||
self->AddZ(BobSin(weaveZ) * zdist);
|
||
self->WeaveIndexZ = weaveZ;
|
||
}
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Weave)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (xspeed);
|
||
PARAM_INT (yspeed);
|
||
PARAM_FLOAT (xdist);
|
||
PARAM_FLOAT (ydist);
|
||
A_Weave(self, xspeed, yspeed, xdist, ydist);
|
||
return 0;
|
||
}
|
||
|
||
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_LineEffect
|
||
//
|
||
// This allows linedef effects to be activated inside deh frames.
|
||
//
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_LineEffect)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(special);
|
||
PARAM_INT(tag);
|
||
|
||
line_t junk;
|
||
maplinedef_t oldjunk;
|
||
bool res = false;
|
||
if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
|
||
{
|
||
if ((oldjunk.special = special)) // Linedef type
|
||
{
|
||
oldjunk.tag = tag; // Sector tag for linedef
|
||
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
|
||
res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0],
|
||
junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
|
||
if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
|
||
self->flags6 |= MF6_LINEDONE; // no more for this thing
|
||
}
|
||
}
|
||
ACTION_RETURN_BOOL(res);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A Wolf3D-style attack codepointer
|
||
//
|
||
//==========================================================================
|
||
enum WolfAttackFlags
|
||
{
|
||
WAF_NORANDOM = 1,
|
||
WAF_USEPUFF = 2,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_WolfAttack)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (flags)
|
||
PARAM_SOUND (sound)
|
||
PARAM_FLOAT (snipe)
|
||
PARAM_INT (maxdamage)
|
||
PARAM_INT (blocksize)
|
||
PARAM_INT (pointblank)
|
||
PARAM_INT (longrange)
|
||
PARAM_FLOAT (runspeed)
|
||
PARAM_CLASS (pufftype, AActor)
|
||
|
||
if (!self->target)
|
||
return 0;
|
||
|
||
// Enemy can't see target
|
||
if (!P_CheckSight(self, self->target))
|
||
return 0;
|
||
|
||
A_FaceTarget (self);
|
||
|
||
// Target can dodge if it can see enemy
|
||
DAngle angle = absangle(self->target->Angles.Yaw, self->target->AngleTo(self));
|
||
bool dodge = (P_CheckSight(self->target, self) && angle < 30. * 256. / 360.); // 30 byteangles ~ 21<32>
|
||
|
||
// Distance check is simplistic
|
||
DVector2 vec = self->Vec2To(self->target);
|
||
double dx = fabs (vec.X);
|
||
double dy = fabs (vec.Y);
|
||
double dist = dx > dy ? dx : dy;
|
||
|
||
// Some enemies are more precise
|
||
dist *= snipe;
|
||
|
||
// Convert distance into integer number of blocks
|
||
int idist = int(dist / blocksize);
|
||
|
||
// Now for the speed accuracy thingie
|
||
double speed = self->target->Vel.LengthSquared();
|
||
int hitchance = speed < runspeed ? 256 : 160;
|
||
|
||
// Distance accuracy (factoring dodge)
|
||
hitchance -= idist * (dodge ? 16 : 8);
|
||
|
||
// While we're here, we may as well do something for this:
|
||
if (self->target->flags & MF_SHADOW)
|
||
{
|
||
hitchance >>= 2;
|
||
}
|
||
|
||
// The attack itself
|
||
if (pr_cabullet() < hitchance)
|
||
{
|
||
// Compute position for spawning blood/puff
|
||
DAngle angle = self->target->AngleTo(self);
|
||
DVector3 BloodPos = self->target->Vec3Angle(self->target->radius, angle, self->target->Height/2);
|
||
|
||
int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage));
|
||
if (dist >= pointblank)
|
||
damage >>= 1;
|
||
if (dist >= longrange)
|
||
damage >>= 1;
|
||
FName mod = NAME_None;
|
||
bool spawnblood = !((self->target->flags & MF_NOBLOOD)
|
||
|| (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)));
|
||
if (flags & WAF_USEPUFF && pufftype)
|
||
{
|
||
AActor *dpuff = GetDefaultByType(pufftype->GetReplacement());
|
||
mod = dpuff->DamageType;
|
||
|
||
if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST)
|
||
damage = 0;
|
||
|
||
if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood)
|
||
{
|
||
spawnblood = false;
|
||
P_SpawnPuff(self, pufftype, BloodPos, angle, angle, 0);
|
||
}
|
||
}
|
||
else if (self->target->flags3 & MF3_GHOST)
|
||
damage >>= 2;
|
||
if (damage)
|
||
{
|
||
int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
|
||
if (spawnblood)
|
||
{
|
||
P_SpawnBlood(BloodPos, angle, newdam > 0 ? newdam : damage, self->target);
|
||
P_TraceBleed(newdam > 0 ? newdam : damage, self->target, self);
|
||
}
|
||
}
|
||
}
|
||
|
||
// And finally, let's play the sound
|
||
S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM);
|
||
return 0;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_Warp
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Warp)
|
||
{
|
||
PARAM_ACTION_PROLOGUE(AActor);
|
||
PARAM_INT(destination_selector);
|
||
PARAM_FLOAT(xofs)
|
||
PARAM_FLOAT(yofs)
|
||
PARAM_FLOAT(zofs)
|
||
PARAM_ANGLE(angle)
|
||
PARAM_INT(flags)
|
||
PARAM_STATE_ACTION(success_state)
|
||
PARAM_FLOAT(heightoffset)
|
||
PARAM_FLOAT(radiusoffset)
|
||
PARAM_ANGLE(pitch)
|
||
|
||
AActor *reference;
|
||
|
||
// A_Teleport and A_Warp were the only codepointers that can state jump
|
||
// *AND* have a meaningful inventory state chain result. Grrr.
|
||
if (numret > 1)
|
||
{
|
||
ret[1].SetInt(false);
|
||
numret = 2;
|
||
}
|
||
if (numret > 0)
|
||
{
|
||
ret[0].SetPointer(NULL);
|
||
}
|
||
|
||
if ((flags & WARPF_USETID))
|
||
{
|
||
reference = SingleActorFromTID(destination_selector, self);
|
||
}
|
||
else
|
||
{
|
||
reference = COPY_AAPTR(self, destination_selector);
|
||
}
|
||
|
||
//If there is no actor to warp to, fail.
|
||
if (!reference)
|
||
{
|
||
return numret;
|
||
}
|
||
|
||
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
|
||
{
|
||
if (success_state)
|
||
{
|
||
// Jumps should never set the result for inventory state chains!
|
||
// in this case, you have the statejump to help you handle all the success anyway.
|
||
if (numret > 0)
|
||
{
|
||
ret[0].SetPointer(success_state);
|
||
}
|
||
}
|
||
else if (numret > 1)
|
||
{
|
||
ret[1].SetInt(true);
|
||
}
|
||
}
|
||
return numret;
|
||
}
|
||
|
||
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
|
||
{
|
||
FName actorSpecies = mo->GetSpecies();
|
||
if (filterSpecies == NAME_None) return true;
|
||
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
|
||
}
|
||
|
||
static bool DoCheckClass(AActor *mo, PClassActor *filterClass, bool exclude)
|
||
{
|
||
const PClass *actorClass = mo->GetClass();
|
||
if (filterClass == NULL) return true;
|
||
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_RadiusGive(item, distance, flags, amount, filter, species)
|
||
//
|
||
// Uses code roughly similar to A_Explode (but without all the compatibility
|
||
// baggage and damage computation code) to give an item to all eligible mobjs
|
||
// in range.
|
||
//
|
||
//==========================================================================
|
||
enum RadiusGiveFlags
|
||
{
|
||
RGF_GIVESELF = 1 << 0,
|
||
RGF_PLAYERS = 1 << 1,
|
||
RGF_MONSTERS = 1 << 2,
|
||
RGF_OBJECTS = 1 << 3,
|
||
RGF_VOODOO = 1 << 4,
|
||
RGF_CORPSES = 1 << 5,
|
||
RGF_NOTARGET = 1 << 6,
|
||
RGF_NOTRACER = 1 << 7,
|
||
RGF_NOMASTER = 1 << 8,
|
||
RGF_CUBE = 1 << 9,
|
||
RGF_NOSIGHT = 1 << 10,
|
||
RGF_MISSILES = 1 << 11,
|
||
RGF_INCLUSIVE = 1 << 12,
|
||
RGF_ITEMS = 1 << 13,
|
||
RGF_KILLED = 1 << 14,
|
||
RGF_EXFILTER = 1 << 15,
|
||
RGF_EXSPECIES = 1 << 16,
|
||
RGF_EITHER = 1 << 17,
|
||
|
||
RGF_MASK = /*2111*/
|
||
RGF_GIVESELF |
|
||
RGF_PLAYERS |
|
||
RGF_MONSTERS |
|
||
RGF_OBJECTS |
|
||
RGF_VOODOO |
|
||
RGF_CORPSES |
|
||
RGF_KILLED |
|
||
RGF_MISSILES |
|
||
RGF_ITEMS,
|
||
};
|
||
|
||
static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist)
|
||
{
|
||
|
||
bool doPass = false;
|
||
// Always allow self to give, no matter what other flags are specified. Otherwise, not at all.
|
||
if (thing == self)
|
||
{
|
||
if (!(flags & RGF_GIVESELF))
|
||
return false;
|
||
doPass = true;
|
||
}
|
||
else if (thing->flags & MF_MISSILE)
|
||
{
|
||
if (!(flags & RGF_MISSILES))
|
||
return false;
|
||
doPass = true;
|
||
}
|
||
else if (((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory))) ||
|
||
((flags & RGF_CORPSES) && thing->flags & MF_CORPSE) ||
|
||
((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED))
|
||
{
|
||
doPass = true;
|
||
}
|
||
else if ((flags & (RGF_MONSTERS | RGF_OBJECTS | RGF_PLAYERS | RGF_VOODOO)))
|
||
{
|
||
// Make sure it's alive as we're not looking for corpses or killed here.
|
||
if (!doPass && thing->health > 0)
|
||
{
|
||
if (thing->player != nullptr)
|
||
{
|
||
if (((flags & RGF_PLAYERS) && (thing->player->mo == thing)) ||
|
||
((flags & RGF_VOODOO) && (thing->player->mo != thing)))
|
||
{
|
||
doPass = true;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (((flags & RGF_MONSTERS) && (thing->flags3 & MF3_ISMONSTER)) ||
|
||
((flags & RGF_OBJECTS) && (!(thing->flags3 & MF3_ISMONSTER)) &&
|
||
(thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)))
|
||
{
|
||
doPass = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Nothing matched up so don't bother with the rest.
|
||
if (!doPass)
|
||
return false;
|
||
|
||
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
|
||
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
|
||
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
|
||
|
||
if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
|
||
{
|
||
if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
|
||
return false;
|
||
}
|
||
|
||
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
|
||
{
|
||
//Check for target, master, and tracer flagging.
|
||
bool targetPass = true;
|
||
bool masterPass = true;
|
||
bool tracerPass = true;
|
||
bool ptrPass = false;
|
||
|
||
if ((thing == self->target) && (flags & RGF_NOTARGET))
|
||
targetPass = false;
|
||
if ((thing == self->master) && (flags & RGF_NOMASTER))
|
||
masterPass = false;
|
||
if ((thing == self->tracer) && (flags & RGF_NOTRACER))
|
||
tracerPass = false;
|
||
|
||
ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
|
||
|
||
//We should not care about what the actor is here. It's safe to abort this actor.
|
||
if (!ptrPass)
|
||
return false;
|
||
}
|
||
|
||
if (doPass)
|
||
{
|
||
DVector3 diff = self->Vec3To(thing);
|
||
diff.Z += thing->Height *0.5;
|
||
if (flags & RGF_CUBE)
|
||
{ // check if inside a cube
|
||
double dx = fabs(diff.X);
|
||
double dy = fabs(diff.Y);
|
||
double dz = fabs(diff.Z);
|
||
if ((dx > distance || dy > distance || dz > distance) || (mindist && (dx < mindist && dy < mindist && dz < mindist)))
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
else
|
||
{ // check if inside a sphere
|
||
double lengthsquared = diff.LengthSquared();
|
||
if (lengthsquared > distance*distance || (mindist && (lengthsquared < mindist*mindist)))
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
|
||
AInventory *gift = static_cast<AInventory *>(Spawn(item));
|
||
if (gift->IsKindOf(NAME_Health))
|
||
{
|
||
gift->Amount *= amount;
|
||
}
|
||
else
|
||
{
|
||
gift->Amount = amount;
|
||
}
|
||
gift->flags |= MF_DROPPED;
|
||
gift->ClearCounters();
|
||
if (!gift->CallTryPickup(thing))
|
||
{
|
||
gift->Destroy();
|
||
return false;
|
||
}
|
||
else
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RadiusGive)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS (item, AInventory);
|
||
PARAM_FLOAT (distance);
|
||
PARAM_INT (flags);
|
||
PARAM_INT (amount);
|
||
PARAM_CLASS (filter, AActor);
|
||
PARAM_NAME (species);
|
||
PARAM_FLOAT (mindist);
|
||
PARAM_INT (limit);
|
||
|
||
// We need a valid item, valid targets, and a valid range
|
||
if (item == nullptr || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
|
||
{
|
||
ACTION_RETURN_INT(0);
|
||
}
|
||
bool unlimited = (limit <= 0);
|
||
if (amount == 0)
|
||
{
|
||
amount = 1;
|
||
}
|
||
AActor *thing;
|
||
int given = 0;
|
||
if (flags & RGF_MISSILES)
|
||
{
|
||
TThinkerIterator<AActor> it;
|
||
while ((thing = it.Next()) && ((unlimited) || (given < limit)))
|
||
{
|
||
given += DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
|
||
double mid = self->Center();
|
||
FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance, false, self->Sector);
|
||
FMultiBlockThingsIterator::CheckResult cres;
|
||
|
||
while ((it.Next(&cres)) && ((unlimited) || (given < limit)))
|
||
{
|
||
given += DoRadiusGive(self, cres.thing, item, amount, distance, flags, filter, species, mindist);
|
||
}
|
||
}
|
||
ACTION_RETURN_INT(given);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_SetTics
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetTics)
|
||
{
|
||
PARAM_ACTION_PROLOGUE(AActor);
|
||
PARAM_INT(tics_to_set);
|
||
|
||
if (ACTION_CALL_FROM_PSPRITE())
|
||
{
|
||
DPSprite *pspr = self->player->FindPSprite(stateinfo->mPSPIndex);
|
||
if (pspr != nullptr)
|
||
{
|
||
pspr->Tics = tics_to_set;
|
||
return 0;
|
||
}
|
||
}
|
||
else if (ACTION_CALL_FROM_ACTOR())
|
||
{
|
||
// Just set tics for self.
|
||
self->tics = tics_to_set;
|
||
}
|
||
// for inventory state chains this needs to be ignored.
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_DropItem
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DropItem)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS (spawntype, AActor);
|
||
PARAM_INT(amount);
|
||
PARAM_INT(chance);
|
||
|
||
ACTION_RETURN_OBJECT(P_DropItem(self, spawntype, amount, chance));
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Common A_Damage handler
|
||
//
|
||
// A_Damage* (int amount, str damagetype, int flags, str filter, str species)
|
||
// Damages the specified actor by the specified amount. Negative values heal.
|
||
// Flags: See below.
|
||
// Filter: Specified actor is the only type allowed to be affected.
|
||
// Species: Specified species is the only type allowed to be affected.
|
||
//
|
||
// Examples:
|
||
// A_Damage(20,"Normal",DMSS_FOILINVUL,0,"DemonicSpecies") <--Only actors
|
||
// with a species "DemonicSpecies" will be affected. Use 0 to not filter by actor.
|
||
//
|
||
//===========================================================================
|
||
|
||
enum DMSS
|
||
{
|
||
DMSS_FOILINVUL = 1, //Foil invulnerability
|
||
DMSS_AFFECTARMOR = 2, //Make it affect armor
|
||
DMSS_KILL = 4, //Damages them for their current health
|
||
DMSS_NOFACTOR = 8, //Ignore DamageFactors
|
||
DMSS_FOILBUDDHA = 16, //Can kill actors with Buddha flag, except the player.
|
||
DMSS_NOPROTECT = 32, //Ignores PowerProtection entirely
|
||
DMSS_EXFILTER = 64, //Changes filter into a blacklisted class instead of whitelisted.
|
||
DMSS_EXSPECIES = 128, // ^ but with species instead.
|
||
DMSS_EITHER = 256, //Allow either type or species to be affected.
|
||
DMSS_INFLICTORDMGTYPE = 512, //Ignore the passed damagetype and use the inflictor's instead.
|
||
};
|
||
|
||
static void DoDamage(AActor *dmgtarget, AActor *inflictor, AActor *source, int amount, FName DamageType, int flags, PClassActor *filter, FName species)
|
||
{
|
||
bool filterpass = DoCheckClass(dmgtarget, filter, !!(flags & DMSS_EXFILTER)),
|
||
speciespass = DoCheckSpecies(dmgtarget, species, !!(flags & DMSS_EXSPECIES));
|
||
if ((flags & DMSS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
|
||
{
|
||
int dmgFlags = 0;
|
||
if (flags & DMSS_FOILINVUL)
|
||
dmgFlags |= DMG_FOILINVUL;
|
||
if (flags & DMSS_FOILBUDDHA)
|
||
dmgFlags |= DMG_FOILBUDDHA;
|
||
if (flags & (DMSS_KILL | DMSS_NOFACTOR)) //Kill implies NoFactor
|
||
dmgFlags |= DMG_NO_FACTOR;
|
||
if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
|
||
dmgFlags |= DMG_NO_ARMOR;
|
||
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
|
||
amount += dmgtarget->health;
|
||
if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
|
||
dmgFlags |= DMG_NO_PROTECT;
|
||
|
||
if (amount > 0)
|
||
{ //Should wind up passing them through just fine.
|
||
if (flags & DMSS_INFLICTORDMGTYPE)
|
||
DamageType = inflictor->DamageType;
|
||
|
||
P_DamageMobj(dmgtarget, inflictor, source, amount, DamageType, dmgFlags);
|
||
}
|
||
else if (amount < 0)
|
||
{
|
||
amount = -amount;
|
||
P_GiveBody(dmgtarget, amount);
|
||
}
|
||
}
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DamageSelf)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (amount);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
DoDamage(self, inflictor, source, amount, damagetype, flags, filter, species);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DamageTarget)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (amount);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
if (self->target != NULL)
|
||
DoDamage(self->target, inflictor, source, amount, damagetype, flags, filter, species);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DamageTracer)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (amount);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
if (self->tracer != NULL)
|
||
DoDamage(self->tracer, inflictor, source, amount, damagetype, flags, filter, species);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DamageMaster)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (amount);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
if (self->master != NULL)
|
||
DoDamage(self->master, inflictor, source, amount, damagetype, flags, filter, species);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DamageChildren)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (amount);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
while ( (mo = it.Next()) )
|
||
{
|
||
if (mo->master == self)
|
||
DoDamage(mo, inflictor, source, amount, damagetype, flags, filter, species);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_DamageSiblings)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (amount);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
if (self->master != NULL)
|
||
{
|
||
while ((mo = it.Next()))
|
||
{
|
||
if (mo->master == self->master && mo != self)
|
||
DoDamage(mo, inflictor, source, amount, damagetype, flags, filter, species);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Kill*(damagetype, int flags)
|
||
//
|
||
//===========================================================================
|
||
enum KILS
|
||
{
|
||
KILS_FOILINVUL = 1 << 0,
|
||
KILS_KILLMISSILES = 1 << 1,
|
||
KILS_NOMONSTERS = 1 << 2,
|
||
KILS_FOILBUDDHA = 1 << 3,
|
||
KILS_EXFILTER = 1 << 4,
|
||
KILS_EXSPECIES = 1 << 5,
|
||
KILS_EITHER = 1 << 6,
|
||
};
|
||
|
||
static void DoKill(AActor *killtarget, AActor *inflictor, AActor *source, FName damagetype, int flags, PClassActor *filter, FName species)
|
||
{
|
||
bool filterpass = DoCheckClass(killtarget, filter, !!(flags & KILS_EXFILTER)),
|
||
speciespass = DoCheckSpecies(killtarget, species, !!(flags & KILS_EXSPECIES));
|
||
if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way.
|
||
{
|
||
int dmgFlags = DMG_NO_ARMOR | DMG_NO_FACTOR;
|
||
|
||
if (flags & KILS_FOILINVUL)
|
||
dmgFlags |= DMG_FOILINVUL;
|
||
if (flags & KILS_FOILBUDDHA)
|
||
dmgFlags |= DMG_FOILBUDDHA;
|
||
|
||
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
|
||
{
|
||
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
|
||
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
|
||
//since that's the whole point of it.
|
||
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
|
||
(!(killtarget->flags7 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) &&
|
||
!(killtarget->flags5 & MF5_NODAMAGE))
|
||
{
|
||
P_ExplodeMissile(killtarget, NULL, NULL);
|
||
}
|
||
}
|
||
if (!(flags & KILS_NOMONSTERS))
|
||
{
|
||
P_DamageMobj(killtarget, inflictor, source, killtarget->health, damagetype, dmgFlags);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_KillTarget(damagetype, int flags)
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_KillTarget)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
if (self->target != NULL)
|
||
DoKill(self->target, inflictor, source, damagetype, flags, filter, species);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_KillTracer(damagetype, int flags)
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_KillTracer)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
if (self->tracer != NULL)
|
||
DoKill(self->tracer, inflictor, source, damagetype, flags, filter, species);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_KillMaster(damagetype, int flags)
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_KillMaster)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
if (self->master != NULL)
|
||
DoKill(self->master, inflictor, source, damagetype, flags, filter, species);
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_KillChildren(damagetype, int flags)
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_KillChildren)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
while ( (mo = it.Next()) )
|
||
{
|
||
if (mo->master == self)
|
||
{
|
||
DoKill(mo, inflictor, source, damagetype, flags, filter, species);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_KillSiblings(damagetype, int flags)
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME (damagetype)
|
||
PARAM_INT (flags)
|
||
PARAM_CLASS (filter, AActor)
|
||
PARAM_NAME (species)
|
||
PARAM_INT (src)
|
||
PARAM_INT (inflict)
|
||
|
||
AActor *source = COPY_AAPTR(self, src);
|
||
AActor *inflictor = COPY_AAPTR(self, inflict);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
if (self->master != NULL)
|
||
{
|
||
while ( (mo = it.Next()) )
|
||
{
|
||
if (mo->master == self->master && mo != self)
|
||
{
|
||
DoKill(mo, inflictor, source, damagetype, flags, filter, species);
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// DoRemove
|
||
//
|
||
//===========================================================================
|
||
|
||
enum RMVF_flags
|
||
{
|
||
RMVF_MISSILES = 1 << 0,
|
||
RMVF_NOMONSTERS = 1 << 1,
|
||
RMVF_MISC = 1 << 2,
|
||
RMVF_EVERYTHING = 1 << 3,
|
||
RMVF_EXFILTER = 1 << 4,
|
||
RMVF_EXSPECIES = 1 << 5,
|
||
RMVF_EITHER = 1 << 6,
|
||
};
|
||
|
||
static void DoRemove(AActor *removetarget, int flags, PClassActor *filter, FName species)
|
||
{
|
||
bool filterpass = DoCheckClass(removetarget, filter, !!(flags & RMVF_EXFILTER)),
|
||
speciespass = DoCheckSpecies(removetarget, species, !!(flags & RMVF_EXSPECIES));
|
||
if ((flags & RMVF_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
|
||
{
|
||
if ((flags & RMVF_EVERYTHING))
|
||
{
|
||
P_RemoveThing(removetarget);
|
||
}
|
||
if ((flags & RMVF_MISC) && !((removetarget->flags3 & MF3_ISMONSTER) && (removetarget->flags & MF_MISSILE)))
|
||
{
|
||
P_RemoveThing(removetarget);
|
||
}
|
||
if ((removetarget->flags3 & MF3_ISMONSTER) && !(flags & RMVF_NOMONSTERS))
|
||
{
|
||
P_RemoveThing(removetarget);
|
||
}
|
||
if ((removetarget->flags & MF_MISSILE) && (flags & RMVF_MISSILES))
|
||
{
|
||
P_RemoveThing(removetarget);
|
||
}
|
||
}
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RemoveTarget
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTarget)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
PARAM_CLASS(filter, AActor);
|
||
PARAM_NAME(species);
|
||
|
||
if (self->target != NULL)
|
||
{
|
||
DoRemove(self->target, flags, filter, species);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RemoveTracer
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTracer)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
PARAM_CLASS(filter, AActor);
|
||
PARAM_NAME(species);
|
||
|
||
if (self->tracer != NULL)
|
||
{
|
||
DoRemove(self->tracer, flags, filter, species);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RemoveMaster
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags);
|
||
PARAM_CLASS(filter, AActor);
|
||
PARAM_NAME(species);
|
||
|
||
if (self->master != NULL)
|
||
{
|
||
DoRemove(self->master, flags, filter, species);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RemoveChildren
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RemoveChildren)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_BOOL(removeall);
|
||
PARAM_INT(flags);
|
||
PARAM_CLASS(filter, AActor);
|
||
PARAM_NAME(species);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
while ((mo = it.Next()) != NULL)
|
||
{
|
||
if (mo->master == self && (mo->health <= 0 || removeall))
|
||
{
|
||
DoRemove(mo, flags, filter, species);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_RemoveSiblings
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_RemoveSiblings)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_BOOL(removeall);
|
||
PARAM_INT(flags);
|
||
PARAM_CLASS(filter, AActor);
|
||
PARAM_NAME(species);
|
||
|
||
TThinkerIterator<AActor> it;
|
||
AActor *mo;
|
||
|
||
if (self->master != NULL)
|
||
{
|
||
while ((mo = it.Next()) != NULL)
|
||
{
|
||
if (mo->master == self->master && mo != self && (mo->health <= 0 || removeall))
|
||
{
|
||
DoRemove(mo, flags, filter, species);
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_Remove
|
||
//
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_Remove)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(removee);
|
||
PARAM_INT(flags);
|
||
PARAM_CLASS(filter, AActor);
|
||
PARAM_NAME(species);
|
||
|
||
AActor *reference = COPY_AAPTR(self, removee);
|
||
if (reference != NULL)
|
||
{
|
||
DoRemove(reference, flags, filter, species);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetTeleFog
|
||
//
|
||
// Sets the teleport fog(s) for the calling actor.
|
||
// Takes a name of the classes for the source and destination.
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetTeleFog)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS(oldpos, AActor);
|
||
PARAM_CLASS(newpos, AActor);
|
||
|
||
self->TeleFogSourceType = oldpos;
|
||
self->TeleFogDestType = newpos;
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SwapTeleFog
|
||
//
|
||
// Switches the source and dest telefogs around.
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
if ((self->TeleFogSourceType != self->TeleFogDestType)) //Does nothing if they're the same.
|
||
{
|
||
PClassActor *temp = self->TeleFogSourceType;
|
||
self->TeleFogSourceType = self->TeleFogDestType;
|
||
self->TeleFogDestType = temp;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetFloatBobPhase
|
||
//
|
||
// Changes the FloatBobPhase of the actor.
|
||
//===========================================================================
|
||
|
||
|
||
//===========================================================================
|
||
// A_SetHealth
|
||
//
|
||
// Changes the health of the actor.
|
||
// Takes a pointer as well.
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetHealth)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT (health);
|
||
PARAM_INT (ptr);
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
|
||
if (!mobj)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
player_t *player = mobj->player;
|
||
if (player)
|
||
{
|
||
if (health <= 0)
|
||
player->mo->health = mobj->health = player->health = 1; //Copied from the buddha cheat.
|
||
else
|
||
player->mo->health = mobj->health = player->health = health;
|
||
}
|
||
else if (mobj)
|
||
{
|
||
if (health <= 0)
|
||
mobj->health = 1;
|
||
else
|
||
mobj->health = health;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
// A_ResetHealth
|
||
//
|
||
// Resets the health of the actor to default, except if their dead.
|
||
// Takes a pointer.
|
||
//===========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_ResetHealth)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
|
||
if (!mobj)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
player_t *player = mobj->player;
|
||
if (player && (player->mo->health > 0))
|
||
{
|
||
player->health = player->mo->health = player->mo->GetDefault()->health; //Copied from the resurrect cheat.
|
||
}
|
||
else if (mobj && (mobj->health > 0))
|
||
{
|
||
mobj->health = mobj->SpawnHealth();
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
// A_SetSpecies(str species, ptr)
|
||
//
|
||
// Sets the species of the calling actor('s pointer).
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetSpecies)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME(species);
|
||
PARAM_INT(ptr);
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
if (!mobj)
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
mobj->Species = species;
|
||
return 0;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_SetChaseThreshold(int threshold, bool def, int ptr)
|
||
//
|
||
// Sets the current chase threshold of the actor (pointer). If def is true,
|
||
// changes the default threshold which the actor resets to once it switches
|
||
// targets and doesn't have the +QUICKTORETALIATE flag.
|
||
//===========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetChaseThreshold)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(threshold);
|
||
PARAM_BOOL(def);
|
||
PARAM_INT(ptr);
|
||
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
if (!mobj)
|
||
{
|
||
return 0;
|
||
}
|
||
if (def)
|
||
mobj->DefThreshold = (threshold >= 0) ? threshold : 0;
|
||
else
|
||
mobj->threshold = (threshold >= 0) ? threshold : 0;
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_CheckProximity(jump, classname, distance, count, flags, ptr)
|
||
//
|
||
// Checks to see if a certain actor class is close to the
|
||
// actor/pointer within distance, in numbers.
|
||
//==========================================================================
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckProximity)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_CLASS(classname, AActor);
|
||
PARAM_FLOAT(distance);
|
||
PARAM_INT(count);
|
||
PARAM_INT(flags);
|
||
PARAM_INT(ptr);
|
||
|
||
ACTION_RETURN_BOOL(!!P_Thing_CheckProximity(self, classname, distance, count, flags, ptr));
|
||
}
|
||
|
||
/*===========================================================================
|
||
A_CheckBlock
|
||
(state block, int flags, int ptr)
|
||
|
||
Checks if something is blocking the actor('s pointer) 'ptr'.
|
||
|
||
The SET pointer flags only affect the caller, not the pointer.
|
||
===========================================================================*/
|
||
enum CBF
|
||
{
|
||
CBF_NOLINES = 1 << 0, //Don't check lines.
|
||
CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
|
||
CBF_SETMASTER = 1 << 2, //^ but with master.
|
||
CBF_SETTRACER = 1 << 3, //^ but with tracer.
|
||
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
||
CBF_DROPOFF = 1 << 5, //Check for dropoffs.
|
||
CBF_NOACTORS = 1 << 6, //Don't check actors.
|
||
CBF_ABSOLUTEPOS = 1 << 7, //Absolute position for offsets.
|
||
CBF_ABSOLUTEANGLE = 1 << 8, //Absolute angle for offsets.
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, CheckBlock)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(flags)
|
||
PARAM_INT(ptr)
|
||
PARAM_FLOAT(xofs)
|
||
PARAM_FLOAT(yofs)
|
||
PARAM_FLOAT(zofs)
|
||
PARAM_ANGLE(angle)
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
|
||
//Needs at least one state jump to work.
|
||
if (!mobj)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
if (!(flags & CBF_ABSOLUTEANGLE))
|
||
{
|
||
angle += self->Angles.Yaw;
|
||
}
|
||
|
||
DVector3 oldpos = mobj->Pos();
|
||
DVector3 pos;
|
||
|
||
if (flags & CBF_ABSOLUTEPOS)
|
||
{
|
||
pos = { xofs, yofs, zofs };
|
||
}
|
||
else
|
||
{
|
||
double s = angle.Sin();
|
||
double c = angle.Cos();
|
||
pos = mobj->Vec3Offset(xofs * c + yofs * s, xofs * s - yofs * c, zofs);
|
||
}
|
||
|
||
// Next, try checking the position based on the sensitivity desired.
|
||
// If checking for dropoffs, set the z so we can have maximum flexibility.
|
||
// Otherwise, set origin and set it back after testing.
|
||
|
||
bool checker = false;
|
||
if (flags & CBF_DROPOFF)
|
||
{
|
||
// Unfortunately, whenever P_CheckMove returned false, that means it could
|
||
// ignore a variety of flags mainly because of P_CheckPosition. This
|
||
// results in picking up false positives due to actors or lines being in the way
|
||
// when they clearly should not be.
|
||
|
||
int fpass = PCM_DROPOFF;
|
||
if (flags & CBF_NOACTORS) fpass |= PCM_NOACTORS;
|
||
if (flags & CBF_NOLINES) fpass |= PCM_NOLINES;
|
||
mobj->SetZ(pos.Z);
|
||
checker = P_CheckMove(mobj, pos, fpass);
|
||
mobj->SetZ(oldpos.Z);
|
||
}
|
||
else
|
||
{
|
||
mobj->SetOrigin(pos, true);
|
||
checker = P_TestMobjLocation(mobj);
|
||
mobj->SetOrigin(oldpos, true);
|
||
}
|
||
|
||
if (checker)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
if (mobj->BlockingMobj)
|
||
{
|
||
AActor *setter = (flags & CBF_SETONPTR) ? mobj : self;
|
||
if (setter)
|
||
{
|
||
if (flags & CBF_SETTARGET) setter->target = mobj->BlockingMobj;
|
||
if (flags & CBF_SETMASTER) setter->master = mobj->BlockingMobj;
|
||
if (flags & CBF_SETTRACER) setter->tracer = mobj->BlockingMobj;
|
||
}
|
||
}
|
||
|
||
//[MC] I don't know why I let myself be persuaded not to include a flag.
|
||
//If an actor is loaded with pointers, they don't really have any options to spare.
|
||
//Also, fail if a dropoff or a step is too great to pass over when checking for dropoffs.
|
||
|
||
ACTION_RETURN_BOOL((!(flags & CBF_NOACTORS) && (mobj->BlockingMobj)) || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL) ||
|
||
((flags & CBF_DROPOFF) && !checker));
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// A_FaceMovementDirection(angle offset, bool pitch, ptr)
|
||
//
|
||
// Sets the actor('s pointer) to face the direction of travel.
|
||
//===========================================================================
|
||
enum FMDFlags
|
||
{
|
||
FMDF_NOPITCH = 1 << 0,
|
||
FMDF_INTERPOLATE = 1 << 1,
|
||
FMDF_NOANGLE = 1 << 2,
|
||
};
|
||
DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_ANGLE(offset)
|
||
PARAM_ANGLE(anglelimit)
|
||
PARAM_ANGLE(pitchlimit)
|
||
PARAM_INT(flags)
|
||
PARAM_INT(ptr)
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
|
||
//Need an actor.
|
||
if (!mobj || ((flags & FMDF_NOPITCH) && (flags & FMDF_NOANGLE)))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
//Don't bother calculating this if we don't have any horizontal movement.
|
||
if (!(flags & FMDF_NOANGLE) && (mobj->Vel.X != 0 || mobj->Vel.Y != 0))
|
||
{
|
||
DAngle current = mobj->Angles.Yaw;
|
||
DAngle angle = mobj->Vel.Angle();
|
||
//Done because using anglelimit directly causes a signed/unsigned mismatch.
|
||
|
||
//Code borrowed from A_Face*.
|
||
if (anglelimit > 0)
|
||
{
|
||
DAngle delta = -deltaangle(current, angle);
|
||
if (fabs(delta) > anglelimit)
|
||
{
|
||
if (delta < 0)
|
||
{
|
||
current += anglelimit + offset;
|
||
}
|
||
else if (delta > 0)
|
||
{
|
||
current -= anglelimit + offset;
|
||
}
|
||
mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE));
|
||
}
|
||
else
|
||
mobj->SetAngle(angle + offset, !!(flags & FMDF_INTERPOLATE));
|
||
}
|
||
else
|
||
mobj->SetAngle(angle + offset, !!(flags & FMDF_INTERPOLATE));
|
||
}
|
||
|
||
if (!(flags & FMDF_NOPITCH))
|
||
{
|
||
DAngle current = mobj->Angles.Pitch;
|
||
const DVector2 velocity = mobj->Vel.XY();
|
||
DAngle pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
|
||
if (pitchlimit > 0)
|
||
{
|
||
DAngle pdelta = deltaangle(current, pitch);
|
||
|
||
if (fabs(pdelta) > pitchlimit)
|
||
{
|
||
if (pdelta > 0)
|
||
{
|
||
current -= MIN(pitchlimit, pdelta);
|
||
}
|
||
else //if (pdelta < 0)
|
||
{
|
||
current += MIN(pitchlimit, -pdelta);
|
||
}
|
||
mobj->SetPitch(current, !!(flags & FMDF_INTERPOLATE));
|
||
}
|
||
else
|
||
{
|
||
mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE));
|
||
}
|
||
|
||
}
|
||
else
|
||
{
|
||
mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE));
|
||
}
|
||
}
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_CopySpriteFrame(from, to, flags)
|
||
//
|
||
// Copies the sprite and/or frame from one pointer to another.
|
||
//==========================================================================
|
||
enum CPSFFlags
|
||
{
|
||
CPSF_NOSPRITE = 1,
|
||
CPSF_NOFRAME = 1 << 1,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_CopySpriteFrame)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_INT(from);
|
||
PARAM_INT(to);
|
||
PARAM_INT(flags);
|
||
|
||
AActor *copyfrom = COPY_AAPTR(self, from);
|
||
AActor *copyto = COPY_AAPTR(self, to);
|
||
|
||
if (copyfrom == copyto || copyfrom == nullptr || copyto == nullptr || ((flags & CPSF_NOSPRITE) && (flags & CPSF_NOFRAME)))
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
if (!(flags & CPSF_NOSPRITE)) copyto->sprite = copyfrom->sprite;
|
||
if (!(flags & CPSF_NOFRAME)) copyto->frame = copyfrom->frame;
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// A_SetMaskRotation(anglestart, angleend, pitchstart, pitchend, flags, ptr)
|
||
//
|
||
// Specifies how much to fake a sprite rotation.
|
||
//==========================================================================
|
||
|
||
enum VRFFlags
|
||
{
|
||
VRF_NOANGLESTART = 1,
|
||
VRF_NOANGLEEND = 1 << 1,
|
||
VRF_NOPITCHSTART = 1 << 2,
|
||
VRF_NOPITCHEND = 1 << 3,
|
||
};
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_ANGLE(anglestart)
|
||
PARAM_ANGLE(angleend)
|
||
PARAM_ANGLE(pitchstart)
|
||
PARAM_ANGLE(pitchend)
|
||
PARAM_INT(flags)
|
||
PARAM_INT(ptr)
|
||
|
||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||
|
||
if (mobj == nullptr)
|
||
{
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
|
||
if (!(flags & VRF_NOANGLESTART))
|
||
{
|
||
mobj->VisibleStartAngle = anglestart;
|
||
}
|
||
if (!(flags & VRF_NOANGLEEND))
|
||
{
|
||
mobj->VisibleEndAngle = angleend;
|
||
}
|
||
if (!(flags & VRF_NOPITCHSTART))
|
||
{
|
||
mobj->VisibleStartPitch = pitchstart;
|
||
}
|
||
if (!(flags & VRF_NOPITCHEND))
|
||
{
|
||
mobj->VisibleEndPitch = pitchend;
|
||
}
|
||
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetTranslation)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_NAME(trname);
|
||
|
||
self->SetTranslation(trname);
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
|
||
sector_t *sec = self->Sector;
|
||
|
||
if (self->Z() == sec->floorplane.ZatPoint(self) && sec->PortalBlocksMovement(sector_t::floor))
|
||
{
|
||
if (sec->special == Damage_InstantDeath)
|
||
{
|
||
P_DamageMobj(self, NULL, NULL, 999, NAME_InstantDeath);
|
||
}
|
||
else if (sec->special == Scroll_StrifeCurrent)
|
||
{
|
||
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
|
||
double speed = (anglespeed % 10) / 16.;
|
||
DAngle an = (anglespeed / 10) * (360 / 8.);
|
||
self->Thrust(an, speed);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetSize)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_FLOAT(newradius);
|
||
PARAM_FLOAT(newheight);
|
||
PARAM_BOOL(testpos);
|
||
|
||
if (newradius < 0.) newradius = self->radius;
|
||
if (newheight < 0.) newheight = self->Height;
|
||
|
||
double oldradius = self->radius;
|
||
double oldheight = self->Height;
|
||
|
||
FLinkContext ctx;
|
||
self->UnlinkFromWorld(&ctx);
|
||
self->radius = newradius;
|
||
self->Height = newheight;
|
||
self->LinkToWorld(&ctx);
|
||
|
||
if (testpos && !P_TestMobjLocation(self))
|
||
{
|
||
self->UnlinkFromWorld(&ctx);
|
||
self->radius = oldradius;
|
||
self->Height = oldheight;
|
||
self->LinkToWorld(&ctx);
|
||
ACTION_RETURN_BOOL(false);
|
||
}
|
||
if (self->player && self->player->mo == self)
|
||
{
|
||
self->player->mo->FullHeight = newheight;
|
||
}
|
||
|
||
ACTION_RETURN_BOOL(true);
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, SetCamera)
|
||
{
|
||
PARAM_ACTION_PROLOGUE(AActor);
|
||
PARAM_OBJECT(cam, AActor);
|
||
PARAM_BOOL(revert);
|
||
|
||
if (self->player == nullptr || self->player->mo != self) return 0;
|
||
|
||
if (cam == nullptr)
|
||
{
|
||
cam = self;
|
||
revert = false;
|
||
}
|
||
AActor *oldcamera = self->player->camera;
|
||
self->player->camera = cam;
|
||
if (revert) self->player->cheats |= CF_REVERTPLEASE;
|
||
|
||
if (oldcamera != cam)
|
||
{
|
||
R_ClearPastViewer(cam);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SprayDecal)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING(name);
|
||
PARAM_FLOAT(dist);
|
||
SprayDecal(self, name, dist);
|
||
return 0;
|
||
}
|
||
|
||
DEFINE_ACTION_FUNCTION(AActor, A_SetMugshotState)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
PARAM_STRING(name);
|
||
if (self->CheckLocalView(consoleplayer))
|
||
StatusBar->SetMugShotState(name);
|
||
return 0;
|
||
}
|
||
|
||
// This needs to account for the fact that internally renderstyles are stored as a series of operations,
|
||
// but the script side only cares about symbolic constants.
|
||
DEFINE_ACTION_FUNCTION(AActor, GetRenderStyle)
|
||
{
|
||
PARAM_SELF_PROLOGUE(AActor);
|
||
for(unsigned i=0;i<STYLE_Count;i++)
|
||
{
|
||
if (self->RenderStyle == LegacyRenderStyles[i]) ACTION_RETURN_INT(i);
|
||
}
|
||
ACTION_RETURN_INT(-1); // no symbolic constant exists to handle this style.
|
||
}
|